You know, once you look past all the forced grinding, events which are literally money grabbing schemes with different skins slapped on, repetitive gameplay, disappointing "upgrades" which end up not helping you in any way, paywalls, timegates, skill gates, literal gates (You finished the second zone at level 15? Too bad, you can't enter the third one till level 20, get grinding puppet!), annoying hand-holding tutorial, charging ridiculous prices for ingame CONSUMABLES which can be wasted with a misclick, and the game giving you useless crap while making sure you as a non-payer can only get MINIMAL amounts of the ONE resource which is needed to upgrade everything that counts in the game...
...it's still a bland Kingdom Rush clone.
One thing that would improve the game A LOT would be a menu that allows you to see a list of your buildings and their upgrade prices, so you can upgrade them with one click and don't have to scan them one by one every time you think you missed on upgrading one.
We are talking internally about management panel features. We have to be careful with these as we don't want to take away from the micromanagement spirit of the game, but your suggestion is still valid. Thanks so much for the feedback!
The game is deep and tutorial we tried to keep lighthearted and interesting. Hopefully you're still enjoying the game and getting into it's gameplay. Thanks for checking it out! :-)
Reminds a lot of King's Knight on the NES. It suffers from most of its drawbacks as well: bullet patterns getting more complex while your hitbox is huge on account of controlling three characters at once.
Yay, I saved these people and lead them to freedom as a just and kind hero.
Now if you don't mind I have a rainforest to cut down and a million prisoners to torture.
So...the main allure of these games was to see how graphics and aspects of the game would change over time. But...at the beginning of the game, you see everything. Someone forgot what the game was about or what?
This might as well be one of the best strategy games on Kong. Quick fun, simple gameplay, and the interesting quirk of having to decide which points are worth defending with your resources and which you can save for later.
This game is just so good. Simple tactics with lots of action and a nice upgrade system. The only things I'd like to see more of is:
- Options to customize the units. For instance, be able to upgrade their size independently from attack and defense.
-A pause function. It's a bit awkward to give orders to all units at once in Survival, when you start getting swarmed with 2-3 different kinds of enemies at once.
-More kinds of missions besides "kill all enemies". Defending NPCs, preventing enemies from destroying a castle, or even just reach a certain point of the map alive.
Players complaining about not being able to "beat" the hard missions...those are ENDURANCE stages, you'er supposed to play them to see how far you can go. If you can beat them all you're damn good, but it isn't needed to get rewards.
Multiplayer, huh? Well I'm sure it's just an option and you aren't actually dumped with thousands of players stronger than you and half the game's content locked by a paywall and oh who am I kidding.
The game gets MUCH easier once you can afford 49 stalls of a marketplace and thus you can freely convert one resource to another. Just put all your cash in wages and tier 4 buildings and watch the profits soar.
Not playing this game again until it becomes actually playable. I'm not a fan of fighting 4 hours to destroy a building which is constantly spewing out enemies only for the next wave to defeat me and INSTANTLY RESPAWN THE BUILDING AND ALL OF ITS SOLDIERS.
To all non-english wannabe game developers out there...before publishing your game, make sure someone who ACTUALLY KNOWS English proofreads it. If not all of it, at least THE FIRST SCREEN.
We are talking internally about management panel features. We have to be careful with these as we don't want to take away from the micromanagement spirit of the game, but your suggestion is still valid. Thanks so much for the feedback!