With the exception of cave #5, you can use this strategy (doesn't work in 5). You will need: Athena's protection, Hercule's Might, Minotaurs, Black Knights, and any of the following (more preferable): magic cannon, succubus, witch, mermaid, Fire titan. If you don't have the titan (cave 1), whittle down the enemy's castle with Black Knights and one ranged unit, then retreat as soon as the counter attack occurs; group all your units together and meet it head on, use Comet to neutralize witches/succubi. Once the castle is at 1/2 strength, have all units rush in, and hit Athena's and Hercule's; this should let your units power through the remaining counterattacks. If you do have the titan, then wait for him to spawn, and just attack in masse; use Athena's and Hercule's cards right as the first counter spawns. The Titan will kill the counterattacks, and Athena's will keep him alive. As a side note, Titan's are a bad idea for cave 5.
ok. Ran into one bullshit scenario: one of the enemies in the arena (second fight after lvl 14 for me) where the opponent had a 100% critical chance on me, and I had a 100% miss chance (not bad luck; it said 100% miss chance). Ok, so what the hell? I'm playing a warrior and have put as many points as is reasonable in Agility (31). So it is a glitch or you saying you didn't want anyone to finish the game?
Oh yeah, and keep in mind you still get money/xp when you lose a fight; so don't think you have to win every single one, especially early on. Losing a defense will cost you, but losing on attack doesn't mean much.
A lot of people have commented on the counter-attacks that occur as you damage the enemy castle. Simply put: use some tactics. Early on, when my army wasn't great, I did this: I had only zombies and centaurs attacking castle, while hero, minotaurs, and frost giants waited nearby. Soon as the counter-attack hit, centaurs retreated, and the rest of the army beat up on the counter-attack. You can also use Skill cards; Frost Trap and Lightning Bolt can decimate counter attacks, and the x2 damage + invincibility cards let you power through a counter-attack without caring.
I like it. Unexpectedly addicting. Haven't tried out the titan units yet, but they look nasty. The "cards" thing and the auto-spawn work well enough, as does the "new game plus" feature. You should probably fix the typo when your castle gets attacked though, when you get around to it.
Its a good shooter overall, but: There is a bit of a lag issue with the game. It would consistently stall every couple seconds, all action stopping for a split second. This happened at about the same interval and to the same degree no matter how many things where on screen, so its some fundamental part of the game; I also experienced exactly the same lag in the buy screen. Finally, the screen shaking: Absolutely god damned annoying. Get rid of it. Enemies also had a nasty habit of teleporting on the field right where I was standing, so I took a lot of damage because I don't posses precognition. Make them come in from the sides or something. Boss fights need to be harder; they were all pretty much piss-easy compared to the actual mobs. I also recommend adding some more drop categories; towards the end I didn't bother going for anything other than a bow drop unless it was completely clear 'cause nothing else was worth much.
One note on the coliseum: If you beat all 30 waves a second time, you can pick up whichever elixir you didn't the first time, so you can have both regenerating health and magic.
Not bad. The shot delay means you really have to lead your target, or just rely on fighters and flak cannons to take out anything small. Having all 4 fighter bays + 1 laser + 1 flak + fully upgraded big gun did the trick for me. As others said, dialogue could use a bit of proof-reading and a longer delay. Perhaps have a sandbox mode so we can see what a fully upgraded ship can do
Its an ok game; lags like crazy when you build too many creature-spawning towers; the Mecha Koopa especially. Which is a shame, I won many levels with nothing but wigglers and mecha koopas
Would work better if you had arrows for movement and ASD for attacks. Mouse is way too fickle. I often found myself clicking on a spot to go, and would either not move at all or blatantly overshoot that spot.
Definitely needs an autofire button/option. With maxed out fire rate you have to spaz out on the fire button to make the most of it. Difficulty seems about right; it is hard, but you can still beat it on the first try if you're good. Pretty good shooter overall, would be cool if it was a bit longer.
Little too dark and small. Would have been better if it zoomed in to the area immediately visible to the player. Since the webpage is white, you might want to lighten up the colors too, it causes a bit of eyestrain as is.
My typical setup is this: 1 Spread gun (or minigun, if you can afford it) and then 1 decoy if needed, then as many damage boosters as you can afford. Got my minigun damage up to 14 per hit on the last level....
There is something to be said for using nothing but minefields though :P
Not bad. More ways to get mana would be nice, or more mana at higher waves, lower incremental cost on offensive blocks would be good too. The only crucial thing would be a way to delete blocks that are placed, preferably sell them for a little cash back.