I don't think the "pay system" interferred with the game at all. It took me a little while to build my team of three people, but once I did, I was rocking the game so hard I didn't really slow down. I really love the replayability, since you can keep adding more people to your team to try better combos, and the random loot drop system. Great bloody brutal fun.
Increasing leveling speed as a leveling stat? bad idea. This game has tons of balance issues (i.e. paying money to get game breaking items).
Also having to buy useless items in order to do quests? what the hell. That's just plain stupid.
This is just another idle game and watch stats go up, then pay money to get on the rankings system.
The name "Dragon Quest" was kind of used already (we know the game in the US as "Dragon Warrior"). That's like making a flash game and naming it "Final Fantasy".
One of the best Flash based music makers I've seen. I wish there were more octaves, chromatic notes, and you could choose how many patterns to make, but it's really good for what it is.
Hey, You´re right. It would be cool if there are more options to build a song. I can build in more effects (like reverbn, filter, chorus, bitcrush, etc.) and automations, but there is one big reason why I didn´t do that. The most user aren´t musicians and if there are too many functions, the user will be confused.
Gameplay is horribly slow. For a 1 screen 2D view game that's kind of ridiculous. My laptop is only 2 years old and lags like hell even on low quality. Hotkeys are a MUST. Dragging a mouse back and forth between tons of lag is not fun. Needs shift key for multiple units. U key for upgrade. 1 through 5 for units and spells. Allow unit to be upgraded more than once at a time quickly.
As poor as the execution was, I still found this game to be more fun than a lot of the more polished TD games on kongregate. Even the balance was pretty good. The music was especially awesome.
Key mapping is pretty bad. Look at how FL studio does their key mapping, black keys on numbers, white keys under that, etc. I shouldn't be confused which notes I'm supposed to hit while playing Flight of the Bumblebee (which I've played in real life). Even with the tempo slowed down it's way harder than it should be.
Play should have a number of speed options, including "original tempo". Even with the speedup most of the songs are way too slow.
Most of the arrangements are pretty decent, but some, namely Lizsts' Liebestraum, are pretty bad. The song was written for piano so you shouldn't have to change much.
The song selection could be better. Lots of cliche songs and a few more obscure ones. Certain ones don't seem appropriate at all for what this game is trying to accomplish.
Other than that, this is a terrific game. I wish there were more games like it. I like that you have to use ALL the keys instead of only like 5 or 6 of them like on Guitar Hero.
Made it to round 90 on easy. was making around 70k per round. The biggest flaw I can see is splash towers. They cost like 30k to upgrade to last lvl and only do about 1500 dmg (enemies on 90 have almost 1 million hp). Splash towers should be doing at least 10x as much for what they cost.
There should be another unlock, to lvl towers even higher past max, though should be expensive, like several k. Special abilities shouldn't be an unlock, it seems redundant. Poison is still too weak for higher levels. I couldn't find a sell tower button either. Slow doesn't seem enough, only 50%; I'd like to see higher slow amount on higher lvl slow towers, like 75% or 90%. Would make splash towers more useful. I had 29 upgrade points after lvl 90, should be more things to upgrade.
Add an income producing tower so waves 80+ are beatable. A splash damage tower would also be very nice. Also add upgrades to amount of slow, and beef up the poison towers (upgrade rate of poison and dmg).
Bullet speed is still too slow after the second homing upgrade. Additional bullet speeds would be nice.
Upgrade system is too fast. I played one round on easy, and upgraded everything at once.
Don't developers realize level scaling takes the fun out of a game? There's no reason to even play because everything you upgrade only makes the game harder. If AI units had nothing to do with your upgrades this game could actually be fun.
The spells are stupid since you can't directly control which units to hit.
Different unit types are pointless since you can't really control where they're dispatched. Also, priest beats anything. There should at least be a counter unit to priests. At the very least do a paper, rock, scissors balancing system and don't make certain units insanely expensive.
I like the concept of making a puzzle game to save up resources, but it's been done before, and the flaws of this game make it unplayable.
Pins aren't stacked right. Hitting the head pin doesn't knock them down. Ball doesn't have spin like in real bowling. Aiming is a little too difficult. Zombie Carnival isn't very fun. Takes too long to get upgrades.
Hey, You´re right. It would be cool if there are more options to build a song. I can build in more effects (like reverbn, filter, chorus, bitcrush, etc.) and automations, but there is one big reason why I didn´t do that. The most user aren´t musicians and if there are too many functions, the user will be confused.