Not bad, but could have been much better. The key to success is interlocking the blocks so they don't slide away from each other, but whether you can interlock or not purely depends on the luck of which block combinations you get. Also, the inability to perform last minute moves just after the brick touches the bottom surface really kills the biggest appeal of this kind of game. And finally, one you start losing bricks it's almost impossible to recover to build a more stable tower, so there's a whole lot of restarting involved. It's like if Tetris was a roguelike.
The background is needlessly distracting. Other than that, the game is fun while it lasts, but it's far, far too short, as it basically only has one level with one boss. The full potential of the concept is scarcely realized.
It's LOTR Bowmaster, only more annoying than Bowmaster is. The graphics are pretty but far too small, and the field of view is awkward, which only enhances the awkwardness already present in aiming your bowman at tiny targets.
Calyad's walkthrough (laser tower x2, missile tower, quaker gun, satellite laser gun) worked for me up to day 35. What happened is that the satellite laser didn't kill the tanks very fast at all due to the slow chargeup time combined with the lack of one hit kills on tanks... hard to tell if it even worked, really... and so I got murdered by air mobs while the towers were busy targeting the tanks I was trying to take out with the satellite laser. I honestly don't see a way to get past that point unless massing gunmen counters air. I had plenty of repairmen and a max wall, but it wasn't enough.
As addictive as it is imperfect. Bench hitter decks dominate 5v5, and 3v3 also has distinct tiers of 'good' and 'bad' cards. All that diversity comes to naught in high end play, where you see the same kinds of decks over and over. The same problem CCGs have always struggled with. Needs a lot more balancing, and a way to re-select your starter cards since you depend on them for so long.
This game is the equal of Tetris: simple, fluidly responsive, adrenaline-pumping-challenging, and ridiculously addictive. As hard as it is, you always hope to do better next time, and the rewards come as fast as the deaths.
Incredibly easy minigames you can play by building the right stuff and then walking away from the computer. Incredibly difficult campaign, even on Normal, where most of the stuff you can buy is a useless waste of money and only a select few towers and guns are useful. None of the comments about how other people are building to get through Campaign are getting me past day 30 or so. Also, the planes are buggy... they're invisible usually after the first one, so you get autonuked by air. This could've been a good game, but it needed a heavy bug-fixing/balancing run before being uploaded here.
It gets too easy by the end. Also, while gems have specific abilities, there's not much point in them, the important part is the damage they do, with the only really notable specials being the red gem aoe and the yellow gem triple damage. Needs more consequences to make you care about your gemming decisions, but other than that it's a solid game.
A pretty good td. Could use more variety and decision-making in the towers, as in the end it all boils down to figuring out how to save enough money early enough to get the 'best' towers. But figuring that out with the varying levels and maze types is pretty fun too.
Good idea, flawed implementation. Most fights boil down to memorizing the pattern of enemy AI move selection so you know when to interrupt and when to reflect. The margin of error is incredibly tiny. And usually, if the opponent gets off one good heal or stun, you lose. So you have to play until you predict the selection of moves very precisely, there's simply no time to actually apply your brain during the battle. You just lose a lot, remember the order of the moves used, and adjust your own move order accordingly for next time. And some random matchups appear to be impossible to win without being psychic. You can be facing an opponent with a heal spell cast time that is equal to that of your interrupt's cast time, so you have to predict in advance when the heal will be used, or you'll lose. It's all very frustrating and tedious, and turns into a mere memorization game. It badly needs more variety in buffs/debuffs and more leeway in clicking time.