A fun little game with some pretty decent challenges. The fading light on the very last section was unnecessary. I would have rather seen a more interesting level design instead of just saying "easy, but you can't see so, you know, good luck and stuff". That just seems like a lazy way to finish off a game.
I've played through this game so many times and still breaking the orbs on the final boss is so infuriating! Such a great game. You gotta make a sequel!
Fun game. I'd like to see the option to use the mouse to move. Many recent games of this type have gone that route and I guess I've gotten used to the control.
So I found the "give up" button that I commented about earlier. After playing it some more though I really enjoy the game. My first mage was a Darkwood and I just couldn't beat the last first of the bosses. Switching to a Burning Hill mage got it done. Pump up your special and then unleash a buffed combined attack will 1-shot most enemies. Sadly I was about 3 months short of getting #1 in the magic book though.
It desperately needs an "I give up" button. When you're getting mana leaked for more than you can regen and you've debuffed the guy so his attacks do a whopping 1 damage it takes forever to lose. What a crappy way to go. ><
It'd be great to have a page index feature where you build each page separately and then play them in any order as many times as you want. For example your song intro may take 4 pages but it's really the same thing over and over so make it one page and then tell the tool to play that 1 page 4 times. This would also allow you to make much longer songs and not be limited to just what you can do in 8 pages.
Loved the first game. This xpack is a nice little addition. It would be nice for there to be a way to speed up skill point acquisition. (There are already some suggestions on how to do that posted here.) Great stuff though. By far my favorite tower defense game.
Great game. Only 2 issues: 1) When you pause the game it doesn't actually pause the game. The clock appears to freeze but when you un-pause the clock jumps to where it would have been had you left it free running. 2) A "freeze" button would be great. Kind of like the memory button on your calculator. Take my current puzzle and save it. That way I can easily restore to a known-good state after having gone down a long series of bad decisions. :)
Interesting game. Mixing the memory side with the strategy side was difficult for me. It pretty much required me to write down each card as I discovered it. You could have a mode that kept the cards flipped as you uncovered them. Just discovering what they are and then trying to figure out how to clear them using the cards in your hand is enough difficulty. The 3x3 would be too easy that way but larger puzzles would be doable but still challenging.
Giving combat tips that basically say, "You should have got these upgrades. If you didn't then this level is gonna suck for ya. Enjoy!" Either give a heads up for what's coming or allow the player to change which upgrades they have.
@qideonzane, you also have to finish with all your walls in tact. They can be damaged I think but they must be able to support guards in all locations.
This game has a lot of potential. The imbalance in the classes is a major issue which many have pointed out. Having the melee guys heal for more per building and gain xp for guard kills would take care of that balance for the most part. In addition is seems that some of the hero skills just don't make sense. The mages heal (match-5 with bag) is a great ability for emergencies early on, but since it heals based on her HP it drops off when the larger armor is available. It seems odd to put the "heal based on my HP" on the lowest HP armor available. Keeping the melee heroes alive is the main use for the heal but it becomes incredibly small later in the game. Haste is another one (horseman match-4 with sword). If the heroes don't gain xp for guard kills then why have an ability that improves the guards and not the hero?
Lotta potential with this game, but the class balance is horrible. The melee classes are underpowered because their survivability sucks. The mage gets +4 HP per building while the melee classes receive only +2. She rarely even takes a hit and yet when you heal her she gets twice as much back. It should be the other way around. Give the melee guys +4 per building and the mage +2, or at least make it the same across the board. A little survivability for the melee guys would go a long ways to balancing this out.