this is worse than using dragoons in starcraft... the game would be pretty interesting if you only had a halfway usuable control system, I think I can see why the creator was thinking it might be a good idea for them to work as guided AI but the AI you get are actively suicidal and pretty much do their best to loose when not under constant supervision from delayed, clumsy, often ineffective controls. Rule 1 of making an involving game is making the player's part of the game belong to the player and it seems like the developer has done all they can to do exactly the opposite and if the challenges are anything to go by they did it with an excellent understanding of the efects of their own mechanics.
there are a few issues but the only big glaring one I see is that you never know how much power you start with, since this is the largest determining factor in the actions you take it makes for a big balance issue...cuts game involvement/length too since you aren't preparing every match and learning more about how things play out.
ahhhh good music, the one thing that can save any game. I appreciate the reversal and actually like and/or approve of most of the game mechanics, it's just hard to enjoy any TD after playing so many truly disgustingly bad actively made-against-the-player TD games...knowing of a prejudice doesn't always help negate it. Great game all around, I wish I could enjoy it more.
it is unbelievably frustrating when the ball lands inside the last hoop instead of passing through...on a competition level, on EVERY competition level so far in my case.
Pro: 1; decent music that's a good fit to the game 2; nice minimal style art 3; the controls are your friend, the controls should always be your friend. Con: 1; SLOW, it should never feel like you're under a slow effect unless you're actually under a slow effect. 2: To easy for the most part...it's like playing an ammo starvation game with the rates hacked.
...I'm honestly pretty insulted by most of the stuff the "geek" says since whoever wrote them either has even less passing knowledge of all things geeky than most cliche jocks I've known, or is going out of their way to get things wrong in the least funny way they can imagine.
AI seems to reactively attack the weakest target it can take if it has an action ready in int's command speed limit, since any planet being captured is at some point at 0 this means that any planet taken with get some party guests, shield mechanic results in this meaning any planet taken in shield time costing all other AI races 50% of their units. It also means that any and all methods of not sending units into shields aside from sitting still also succeed in abusing the shield mechanic for depleting the AI...of course, if it wasn't for that you would invariably loose to any AI set up like that that you don't grossly out-stat simply because their control scheme is one hell of a lot faster than yours.
I missed one on first runthrough, different-method-from-gold levels are 5:99% 13:100% 15:55% 19:83/92% and 20:50/52% most golds can be tuned for 2-4% extra making a perfect on every level about 1690% total. Good luck and please don't ruin the game by posting the off-gold solutions.
Hard badge complete with 3 points to spare, big hints: level 5 = 99, level 13 = 100, level 19 = 83 (91.66 ought to be possible but so far 8 different methods all fail by a couple pixels), and level 20 = 50%. The rest look like I used the intended method and fine-tuned.
I'm running into the old flash physics problem of the exact same pixel-perfect input not getting quite the same result each time and it is making the levels where precision is needed a little hard to tell if you're not quite cutting right, trying the wrong thing, or if it's just not quite processing corectly. it IS far milder than in many other similar games and nonexistent compared to things like crush the castle.
I'm not sure why you're all copying the top comments when there are plenty of other things to complain about, biggest being the lack of management tools and information (inventory, starting positions, etc. just a few things to fight the randomness) as a general rule if the character should reasonably know something then the player should too. Basic out of battle actions would probably be next on the list: it really breaks people out of a game when the heroes can't seem to so much as wipe their noses when there isn't something trying to kill them.
And yet again they mess it up: every gameark game I've seen has way to many link/like/buy/etc buttons, often in place of main command buttons with the command relegated to where you could decently and discreetly leave a link.
Really need to fix the counterattack problem: if a counterattack kills a wave the next wave comes in, and it's still the enemy turn, in any mode above normal this usually means TPK even if only 1 mobling got to attack in the wave that died.
And here I thought castaway 2 had control scheme and inventory issues. You get as much space as a freemium mmo trying to force you to buy a better backpack and you're almost guaranteed to die from bad or outright missing controls rather than any actual difficulty.
mislabled badge: global cooling is 10 trophies not 15. Also, the first couple are pretty much the hardest...probably due to bad math on dev's part, the rest are pretty much "use any method other than the one I planned for you to use when making th map".
Decent game, it's big positive point is a potentially interesting semi-active battle system (better early in the game when you need to time multiple characters attacks instead of just 1). The constantly requested sell system would be nice, but it is by no means needed. what it truly needs is to remove the gross amounts of false-longevity added into the dungeons (20 stages is long but 200 is just plain non-functional)...after that would be lessening the gap on bought items: as-is they just kinda make the game emptyif you have someone with one, or make it impossible if you don't and haven't seen loki's shop in awhile. after that would probably be basic party management tools in dungeons instead of that extra item round before fights...this is turning into a rant so I should stop.
The rare-mining system would make a lot more sense if a rare-point was always up, shifting every minute or so. Having to wait 20-40 minutes for a chance at getting an average of .66 of the 20 ore you need for a recipe is just plain insane (mine 1 and 2, mine 3 is usually 1 2 minute point per 3 min or so).