Difficulty curve like an aristotilean plotline... level 1-10+ are easy, mid-hard 20-40, easy, ramp up slightly... but... by 124, my minions (with the hero set to hero and not acting) can solo the campaign level without going below 140/143 health. This is with their Mk. 5/8/9 weapons, as I reserved the 12/13/13/17 for myself. Embarrassing.
Far too easy... keeping "super" speed service and minimal seats compared to cost per customer will win each level easily. Also, if you get the other 2 spaces on the final level, the computer is crippled permanently. Thus... 1 restaurant vs. 3... you can get 3/4 upgrades for all 3 before day 23, when you'll win.
Points aren't dependent only on the letters of the word - try mixing brass, jade, and other letters from your bar at a time when some spiders are returning and some are still aimed toward your safe. This can command far greater numbers, like Realizations for 365.
Good points: music, gameplay, simplicity, randomized setup, replayability.
Awesome moment: jumping over an entire building into the window of the next one. Just, wow.
Issues: unbeatable buildings; it's possible to fall on a bomb from jumping off another building, or to have a bomb placed close enough to the edge of a building prior to a building lower with glass that you are unable to continue. Minor preventative changes would help.
Great work!
@ Lunadrift: On further consideration of bug elements/testing: destroying the tower of love will eliminate the red bar on it, even if all hearts are owned. Also... no special ending for getting 100% hope and love?
@ Shadowfire: This is NOT a kids' game... mostly-skin dancing and comments about jealously related to gratitude? Some aspects, yes, but the thematic elements are not appropriate.
@ Lunadrift: great work, especially after the bug fixes. Heartily enjoyable. Still recommend some form of auto-replacement for hills/forests/posies/tulips/etc. or an auto-tree-shaker. On a last note: Monster and Deer bubbles are misleading: they will not be picked up, but released. Please change the text for that.
Love the continuation of the storyline, but some elements of the game (repetition) have been made overly obnoxious. Why does Liam need to cross the screens SIX times for either storyline?
It could use a better tutorial, granted, but guys... the game isn't really that hard. If you're having trouble, read the comments. If you can't beat the fifth cave, go check my profile for a comment I made about it.
To people on the fifth cave challenge - Sneaky Doom Goblin getting you down? Don't let your units get hit by him, and he won't pass them to 1-shot your castle! Think about it (damage boosts are also good).
I love the updates, but I disagree with your comments on one thing - the titans, strictly speaking, are useless - with the notable exception of Caves 1-4. There, they are vaguely useful. Anywhere else, you should have one before the titan was available and able to reach the enemy castle. That, and between the long spawn time, the unique (only one) restriction, and the gouging cost of 650 mana, they simply aren't worth a slot in place of another decent monster, or Phoenix or something similar. Also - what Ubiii said. They NEED to have the same mana. Low-mana heroes are shafted.
I personally think this is extraordinarily well done. The difficulty curve (lacking a tutorial level, some hit detection issues, no immediate explanation for how to "absorb" attacks if you meet the boss of 1-1 before going to 1-2) may be a little harsh, but the ideas are innovative and well executed. Hints beyond the "secrets" (needed to access level bosses for the red stone) would be nice - something to purchase to show the last level entrance, say. I don't want to spend hours finding hidden areas, so 1-2 can stay the way it is for a while and I'll be hoping someone more patient writes a walkthrough. Very nice game!
It can all be beaten, even if your numbers are overwhelmed. Make good use of AOEs, fire, cannon, super-beasts, etc. Still trying to figure out a way to defeat the 99,999-per-hit boss on Challenge 5... I don't really have any ideas yet.
Love the work coming off of Boomshine, etc. I only have one piece of really important criticism - the squares, particularly at the end, are both unpredictable and useless. At full upgrades, a basic square does 0-4 (1 per target) damage, whereas a circle may run 0-** (number of targets) and a triangle is guaranteed 3. This leaves it highly unstable, and, as a result - up until insane level 6, the game is easy. Insane 1-5 are reasonable, and 7-10 are also doable. Insane 6 took over 15 tries (compared to 1 for all of Easy-Hard and 1-3 for all of Insane).
Commentors: 100% is the goal to be exceeded. Thus, 101% is a win.
Game: apart from the build/upgrade bug, the only really HUGE issue is replaying days 1-10 or 15 or so after you hit level 8-ish. It's a waste of time to follow the same formula repeatedly.
Debugging: issues with cheats: rapidfire: clearing to the top-left corner causes future hits to shift screen; rapidfire can move center of screen halfway through the open space. Rapidfire can propel bosses through the end-of-the-area wall and make them undefeatable.
For all achievements achievement: try getting "No Bows" again - mine checked without completion, may have occurred for you as well. Piece of cake in blue armor, anyway.