I have to admit that I was interested in the game, 'til I got about three levels in. Some of the turrets are completely worthless (Plasma, for starters), most of the robots move way too fast, and the game doesn't really give me any incentive to keep playing. If this game had a level system, I would be far more interested to grind my way to the end of the game, but as it stands, it's just a 'hope you pick the right turrets and make the right decisions because if you don't you're boned' kind of game. Not to say that those aren't bad games, but the games that do that the best are considerably more flexible. Put a bit more thought into the execution of this game and it could be one of the better unique TD games on Kongregate.
I'm torn between enjoying this game and pointing out its flaws. While I don't think mouse aiming is really the answer to this game's problems, there are a few smaller things that could have been addressed in the game. For starters, I don't feel like I'm doing as much damage as I should. Fire rate increase is obvious, but the damage doesn't. Even the lowest creatures take several hits even with a higher damage and fire rate, and some of them are annoying and difficult to hit. Other than that, a great game, even if its inspiration is clearly Dead Space. 4/5
Enjoyed the game. If you expand it with more classes and expand outside of the castle, I'd think that the game would be quite a bit more fun. I hope this is only the beginning of something interesting, 'cause you could take this a lot further. I wouldn't say that combat is impossible or that the game is terrible - I did great as the Gunner - but some of the complaints seem to be at least partially feasible.
Interesting game, definitely a bit different from tower defense games that I'm used to. My only gripe is that I can't adjust their skills from the map screen, which is annoying, 'cause I'll be staring at the skill tree wondering what to use, then, hey, you won! Ah, well, good, 'cause that means I'll spend precious seconds in the start skilling up. Other than that, it's a good game that has a few flaws that need to be fixed. Hopefully, Piron, you'll browse the comments and get an idea of what else needs adjusting.
Not a bad game. It could use a slight difficulty curve to make things challenging and require different kinds of robots, but all-in-all, definitely a game with some kind of potential.
As many have said before, this is a great game, but I have to suggest a wider or more effective range of spells (Heals are the only useful ones), I loved Xeox's suggestion for the Eye of Wealth to allow for you to see treasure chest contents. How about balancing it a bit and making it one chest per floor? I know that would be useful. Also, why no artifact spells?
Ninjas are a great idea, but I suggest you make them invisible for three seconds instead of five. There are a lot of maps where, no matter the defenses I have, my gems are wiped clean by Ninja smoke bomb'ing and walking right out.
Not a bad game. If you wanted to make it a little more interesting, should add the proper sound effects to the alternate looks of the 'wave'. Slime and Lava both sound like the wave. Hardly fitting. ;)
I agree with some of the individuals going on about the difficulty level. I haven't even had to use any tower but the basic tower. Two basic towers near where creeps come out, two basic towers later in the stage to deal with creeps that slip past your first two towers. You can't get Expert this way, but if you're looking to score upgrade points, this is the easiest way to do it. Albeit, of course, repetitive.
While I haven't seen the upgrade system done this streamlined before, I had a hard time enjoying this game. The enemies are recycled, it's extremely easy for the conventional TD player, and the game pretty much plays itself after a certain point. 3/5
I thought the game was well paced. The cut scenes actually gave me a reason to continue playing. It was humorous, cute, and, as many people have said, very reminiscent of Peggle. That's not necessarily a bad thing, of course. Don't fix what isn't broken.
It was taken and made into something unique with an obvious nod to its originator.
Surprisingly cute, and it's not one of those puzzle games where the developer's goal when setting out was to make you want to hurt someone. Although a bit short, I enjoyed this one immensely.