I left 3 messages here earlier criticising/suggesting things for this game. It after a reply to one from the developer (who is following these comments brilliantly - high hopes for future updates) it occurred to me that what I hadn't done is point out the good. I tend not to suggest/criticise things about games unless they are good and therefore worthy of improvement in the first place. The game is artfully made, lovely upgrades, and has a real re-playability factor with the achievements, stars and different game settings. Beautiful graphics and extremely easy to get into, like every other Iriysoft game I've played, its brilliant and I eagerly await the next game from this developer.. 5/5
Indeed, and finally, a big group of undead towers together seems to cause a bug where they will sometimes stop picking up enemies at all, pointlessly storing charges and not firing them even when there is an enemy in range. Keeping the Arcane Academy without taking over it on the level it first appears seems to cause this bug.
Also, the charges from towers of the undead are extremely wasteful. A big group of them will immediately discharge on one enemy, committing a massive overkill as the following enemy can wonder through unimpeded.
A bigger problem than towers not targeting enemies carrying gems is that they don't switch target. If you use fear, sometimes more powerful enemies will wonder ahead and the towers won't change target to the enemy nearest the towers.
Good tower games have for a long time given you options: Target enemy nearest gems/strongest enemy/fastest enemy/flying enemies etc.
Such choices would enhance this game immensely.
This is one of those rare occasions where "endless mode" kills a game. That hard badge was a boring hard slog as there is no way of speeding up the pace of the game except through the hero's rush, which usually just leaves you pointlessly exposed from all angles, running ridiculously into the midst of the enemy.
The game would be a lot better if you could increase its pace, and if when you finish the normal game the missions did not require you to end a run to discover a new mission. Then at least you'd feel like you were achieving something as you spent half an hour on auto-pilot for the hard badge.
This is an awful clickfest of a game. No skill, no story.. nothing. Utterly boring. 2/5 because the animation is alright and its seamlessly made, even if that's a bit like a seamlessly made novel that reads like a science textbook.
Its a good game, but the star rating system is baffling, and as a consequence I don't have any urge to do anything other than complete the story mode. Which is a shame, as there is a lot more to do in this game.
If you want to get through the game quickly, hire a character which has two and three attacks in one go. Put them at the back of your troop to keep them safe. For bosses skip your first, and maybe second go. Then just use the character with multiple attacks over and over.
Really, this is a very very poor game. Why put the "skip" go button next to the important "item" button. Whoever wants to skip a go anyway? Why is the balance so bad. I'm level 7 but still struggle on level 1 missions. Very Poor
If you want the hard badge, the best way of playing this game is to immediately eliminate all mini-games except 1, your favourite. For me, this was the yellow ball that avoids that green bouncing ball, which doesn't get that much harder as the game gets faster. (That mini-game can be very easy if the green balls start in the right position.) By having only one mini-game you don't really lose track of what you are doing and can concentrate better.
We'll add re-aiming for the crypt charges if the original target is lost.