For the most part the first 72 or so level were fairly easy. Then 73 was a real kicker, and 75.... holy shit 75. I really don't even see what you can do about all that. It's impossible to get more production than him thanks to those science things infecting or stealing your barracks, and even if you get close to his, all those forts stop you doing anything. Just crazy.
A good game, but the tutorial could be just a bit better. It suffers from stuff happening in the background and thus causing it to potentially auto-skip dialog. It took until about the second to last battle to realize that charge power was how much power you got per turn of charging, not how much you got for finishing the charge. Also, some of the abilities are unclear. I'm still not entirely sure what defend success and failure mean, and if -1 charge is a good thing or a bad thing. Finally, the grammar needs some serious work. Even with those problems, a great game overall.
Evil towers brought to you by Flimsy Construction Co. Remember, if you don't really care if it can stand up to a strong breeze or not, call Flimsy Construction Co.
What is the point of block lasting multiple turns when it inevitably ends the next time you make a move anyway? (or gets reset because you did a move that provides block)
I have to say, a rather disappointing addition to the series. The puzzles really didn't make sense for the most part. About the only thing I did because it made logical sense instead of random clicking was use the knife on the rope.
I guess I'm missing something on the boss, because I hit him with all 20 shots of my gun at max power and he didn't die. Ah, there we go, only one hit per drop counts.
I love playing games from the prospective of aliens invading a planet and slaughtering the indigenous people for no reason other than daring to try and resist me. 5/5
Fun little game so far (only to dracula so far) but I've run into a rather annoying problem with taking out castles. My units all gang up on units as they're produced at the castle, and never get hits in on the castle until I've literally run my enemy out of resources completely. Very annoying having 20 or so units held off by 1 unit as I constantly take hits from the enemy castle.
I like how the row/column highlights when you hover the mouse over a square, but it'd be nice if it could highlight the clues at the end as well. I've had to restart more than one puzzle because my eye slipped over to another column's clues by mistake.
Difficulties would be nice. If you're a decent typist this game is trivial. You just summon strong armored specials until you win, and throw in the occasional missile when you have the spare mana. I don't think any of my rounds lasted over a minute in a half, and I was never in fear of my castle even being injured, much less destroyed. And yet some may find this too hard, so difficulties are a must, and some added strategy wouldn't go amiss. 3/5 for great concept but mild execution.
The upgraded prawns don't seem to work properly. The info claims they'll have more hp and do more damage, but they still have 15 hp and don't do any extra damage. And yes, I'm upgrading the tower. The upgraded hulks work just fine.
I like the idea of having a team and switching out ducks trained in particular areas based on the race at hand, but the truth is that nearly every race requires all the stats gained up to that point in the game at high levels, so there is no advantage to having multiple ducks. The penalty for multiple races with the same duck is so small, it takes an extra training session to compensate, instead of the hundreds it would take to get a second duck up to similar levels.