Really cool rougelike with simple, fun bursts of gameplay. My second playthrough, I completed the game, and I thought, "This game needs to be longer". But on subsequent playthroughs, I realized just how lucky I got on that winning run. This game is hard, as a rougelike should be, without ever feeling unfair. Punishingly difficult, but skill-based. The story is not necessary, but it sets the tone of the game really well.
This game is frustrating. Your biggest enemy in this game is the poor level design. You spawn in levels next to enemies, who immediately see you and headshot you immediately. The enemies have such vision that they will pop you before you get a chance to react to anything, making this game more of a trial-and-error gauntlet rather than a fair challenge.
So, is this an idle game? The timer is realtime, so you have to wait three real-life days before something happens? Please tell me I'm wrong, because that is simply unreasonable.
If this is a tech demo, it's not bad. The shadows of the trees bleed through the terrain, and the footstep sound effects sound like dress shoes on hardwood instead of sand.
If this is a game, tell me what to do. Because I can't find a single thing.
This game has delusions of grandeur. It is not "revolutionary" or "unprecedented" by any stretch. The actual battle system is really uninvolved. The game is pretty much on autopilot. When you turn off "Auto", you have three options. Attack, Skill, Auto. Attacking is automated; you can't pick a target. Skills seem to be missing, but your character uses them on Auto. So the best thing is to turn on auto battle and wait. You get minions to bring into battle with you, but they're always on Auto Battle.The game is impatient. Combat turns are timed, though letting time run out just uses Auto Battle for a turn. When you level up, You get about 4 seconds to take it in.Nearly all dialogue is voice acted, but not well. The game would have probably been better without it. Dialogue is not good. The writers were trying to find big words to impress us with, instead of writing believable dialogue. Combined with the awful bugs described in other comments, this game a painless one to miss.
This game rewards patience. If you miss an enemy, it's a good idea to get away instead of trying to hit them again, especially if they are in a group. With enough enemies, missing twice will get you killed.
I'm stuck on the second screen, where it says 'A' to Attack.
I checked the walkthrough, and there should be an enemy for me to fight, but there's nothing there, and I cannot advance.
Game breaking bug, I was holding a key and my browser was closed (stupid surprise windows update).
When I loaded the game, the key was gone, and the level was marked complete so I couldn't get another one. It was just world 2 so I restarted, but still.
The fact that the upgrade rune makes the Shadow tower useless, why create one of those when you can have a gimmick tower?
Also, I don't like the grid used. The way its set up, I find it hard to imagine where i can put the towers, and when i have a bunch together, it gets difficult trying to place a new tower. This same issue comes up when trying to upgrade towers.
However, it has a good concept, and I like the idea of drawing the runes. The game mechanics work well, the runes are easy to draw and they are different enough to prevent confusion. The art is also quite good.