My last comment wasn't altogether too clear.
I meant, that during his turn, the enemy only ever steals resources if he wins an attack, (oh, yay, big whoop), and that on his turn, instead of random raids, the enemy should attack & attempt to recapture villages from you. Y'know, actually do something on his turn.
Having beaten the game, I question what the 'turn-based' part even adds. The resources you get per turn, even near the end, are minimal, The attacks only make the game drag out longer, and the enemy never attacks you.
If, instead of randomly attacking, the enemy would progress during his turn and attack you, that would make a lot more sense and the game would be a lot more playable.
So . . . I can replay the hard level, and gain 50 resources if I do really good, or replay a really easy level, and get 50 resources for setting up a couple of knights & golems, then having a coffee?
Wait, wait, I can sell monsters directly from the lab, and make a profit, where time is frozen?
So, every seven days, I can multiply my wealth by 50/15?
. . . am I missing something with the hit an enemy with every weapon award?
With all the obvious ones, I've done so, but with shield and teleport, I'm less sure what "counts"?
Controls way too clunky/sloppy . . . it felt like mario jr. would move a half second after I pressed the button; same for stopping. Particularly annoying with the jumping.
Noticed this missing in the walkthru I found, and a lot of confusion from people. To get the last location, You need to combine 4 different sets of clues. So I don't spoil it, use a binary to plaintext converter: 0101010001110111011011110010000001100010011011000110111101101111011001000111001101100001011011010111000001101100011001010111001100101100001000000111010001110111011011110010000001100110011010010110111001100111011001010111001001110000011100100110100101101110011101000111001100101100001000000110001001110010011011110110001101101000011101010111001001100101001000000010101100100000011100100110111101101111011011010010000001101110011101010110110101100010011001010111001000101100001000000111000001100101011101000110010101110010001000000111000001101001011000110010000000101011001000000110110001101001011000110110010101101110011100110110010100100000001010110010000001110011011010010110111001100111011011000110010100100000011010000110111101110101011100110110010100100000011100000110100101100011
Focusing on the mechanics of poetry just means that you end up writing empty nothings to satisfy a rigid structure.
Even the simplest of structures are often broken by artists, in haiku by using too many/few moras, omitting either the kigo or the kirigi, (Notably, in Senryū), or such things.
. . . Which is why I think this kind of game should judge and award points based on peer review; ie: you play against 4 others, and at the end of each time limit/everyone presses 'done', you vote for the best fitting haiku, and are unable to vote for your own.
game doesn't require skill. Idle game, even on hard or epic . . . all you do is wait for your titans to smash the enemy. For fastest win, sneak a few units past the main enemy, (if there is one on the level), and distract him with goblins.
Why is this so far up the ratings ladder? 0_o?
It's an old puzzle game, 'Dominosa', isn't it? Made by an O. S. Adler in 1874?
Negativity aside, it looks pretty and does what it's supposed to.
This . . . really needs balancing. As in, getting much harder.
Why bother building lights? Why bother building anything but cannons? Build enough cannons to cover your initial lit area -> win.
I have to say, the fog of war . . . didn't feel worth it. The implementation was lacking. Since you always know where enemies are going and coming from, even with only a small glimpse of the board, I found little point to building any lights besides curiosity. Even if the waves would be twice as hard, that would leave me with building 1/2 lights out of necessity.
If I might give a suggestion which might work wonders for the FoW? Different types of ground, which effect the towers in different ways. Ordinary ground would hardly be worth building on, except for lights, while at other points, there might be terrain that increases damage/firerate/range of towers built on it, by a great amount.
I easily beat the game before the new changes, so I think that they will be unwelcome as making it too easy . . .
But heck, here I am, playing through again, so that tells you somethin', huh?