I know others have commented, but seriously, fix the AI target priority. it seems to be targeting those of the first level. so if I have creeps from lvl 34 and 35 and lvl 36 starts, my towers are still targeting the lvl 34 creeps even if those from lvl 36 are closer to exit (ie, ghosts). I guess one could say this forces different strategy, but it's really bad programming. 5 boards left for impossible badge, but this targeting priority is killing me.
a bit repetitive. the energy thing is slightly annoying but I think the timer could be adjusted perhaps by 30sec and that would solve it. haven't tried using gems yet, so can't speak there. overall not terribly interesting, though a fun concept. just too long I guess with nowhere really to go.
seriously, pretty bad logic. though most of these point and clicks are stupid, which is why I hate them. the clamp and gas pipe thing really took the cake though. it's a reverse type of clamp anyway, now way to get pressure on it. and the key in pipe would have flushed down on it's own. agreed for priors comments on slow loading screens, annoying text. also agree with some others - why could I jump to attic pull down (or use a frickin chair). I could certainly beat a desk and/or zombie apart with a hammer. I would have borken the heat fuse instead of clamp and water on a propane fireplace would cause it to go out because it's the pilot light you're after. propane doesn't smoke and what dumb*ss doesn't have an electrical socket in the attic.
after fig out strategy, ran through last part of the board (mostly having to make sure I killed at least 1 dude for it to register) and owned the king in 2:47, lol. game is interesting concept, just didn't balance well. XP system off as noted and the upgrades can be done in a very unbalanced way. can beat any board with same method, physical layout makes absolutely no difference.
holy crap I just beat a lvl in 62 seconds! and got 0 XP! nice. btw, I stumbled upon a simple strategy that so far just dominates. need to earn a few skill pts before it can be used well, but so far it's great (except I win too fast and get too little XP).
would be nice if castles on map had pts listed so we can see how hard lvl is before clicking. and, hate that if I'm still selected on a tower and then hit a tower option, it switches what I already have laid down. shouldn't even be possible.
penalizes you indirectly for finishing a map early. so say you beat the map in 3 minutes. great. but you get XP based on monsters killed. well, you didn't have to kill as many monsters, so you get less XP. which then means you can't upgrade skills as fast, which is a penalty for doing well! idea would be to adjust XP award based on monsters killed AND time.
tired of playing games, beating them, then badges added but my progress not recognized. if it's that hard to program in, please announce that you didn't do it on the front screen so we can wait for badges.
this one definitely seemed easier. the only thing hard in hard mode was lvl 4. turns out that's not hard, just stupid. you sit there and bomb the spiders for 20minutes until it runs out of cash, then move in the for the kill. still, i did actually enjoy the scripted banter. not worthy of badges though.
holy crap, too slow. plays well, but too much time waste moving. worse when he only has 1 set left and I'm spending days chasing him around the board. taunting was amusing the first 3 times, then just annoying.
so there are 2 other games that use the same splitting enemy to attack a part concept (and one of those was a ripoff of the other). so it's like that with the GemCraft progression map?
meh. same as first - puzzles are not puzzles really, you just have to know exactly what the author was thinking, and logic doesn't always help. creepiness factor is there still though.