Exactly A. N. Other catapult-and-blocks game, totally undistinguished in the internet's enormous selection of functionally-identical pseudo-puzzlers. 2*
Nice difficulty gradient, fun mechanic, good stuff all round. I had a couple of issues with the directional controls sticking occasionally though - has anyone else had this problem?
Solidly-made, but totally charmless, and that obnoxious information text taking up half the play area every time something happened was unhelpful unto the point of dealbreaking.
One of my favourites; I've been playing this through the standalone client for months. Really just commenting to register my appreciation that it's getting bigger. Nice work, Three Rings!
You know when the majority of the complaints about your game are along the lines of "there's not enough of it" that you're doing something right...this was a lot of fun, a great little casual strategy/management game, but I managed a SS rank inside of two seasons. Any player with the wherewithal to realise that the unique characters are probably better than their normal equivalents is not going to have a tough time beating this.
I'd suggest making the unit types more distinct, and more importantly, allowing players to see what they're going to fight ahead of time - this'd encourage strategic squad-building and multiple team configurations, rather than using the same four guys all the time. Longevity-wise, simply padding out the league length wouldn't be terribly interesting, so how about some sort of endgame content where you play as the new King?
I really wanted to love this; great premise, enormous upgrade list to keep me hooked, visually charming, real sense of progression to the levels. But all the upgrades are far too similar, and you rapidly become so powerful that it's nigh impossible to fail, particularly with the rampant health drops - which I assume are there to compensate for the fact that you become a larger target with every upgrade. Eventually there's no way to avoid incoming fire, making me feel like I'm being rewarded for holding down the mouse button long enough, rather than any actual skill.
What this needs is more variety. More upgrades: different weapon types, maybe engine boosts that improve speed or maneuverability, defensive upgrades to help counter your ever-increasing target profile. A proper upgrade tree, so players can make meaningful decisions about their castle, rather than a linear progression. You've got the basis of a classic here, but you've stretched too little content over too many levels.
An addendum: on multi-screen levels, it's often hard to tell where you've emerged when you transition. This actually holds true on single screens, come to think of it - because entryways don't always line up, your approach is sometimes down to guesswork.
Excellent little casual shooter, but I agree with the suggestions of self-applied upgrades and the ability to improve the machete. Also, a few extra enemy types wouldn't go amiss, and perhaps some sort of score multiplier once you break the 100-kill combo mark; I got my streak up to about 300, just to see if I could, but it'd be good to see the game reward players for holding off on the kill combo.
You've made a pretty decent Flash knockoff of Trilby: The Art Of Theft, but without the compelling upgrade system, plot, or humour. It's fun enough but really nothing special. Also, it's pretty buggy at times - if you accidentally activate a code panel before you know the code, for example, you're stuck, forcing you to reload the page.
Good stuff, but I...seem to have broken it. During the second area, when you're grabbing 5 orbs for the various prisoners, there's a point with an orb blocked off by a yellow laser; the switch is behind a red laser, which itself has two switched (one above a prisoner, one up a shaft by the yellow switch). I managed to hit the red and yellow switches and get up to the orb, at which point the yellow laser reactivated and trapped me.
For a game where so little happens, this is extremely addictive...right up until the point where you buy your first shop upgrade, and learn that, without joining a Guild, you CAN'T USE IT. Hilariously, this potentially dealbreaking bit of information is only presented after you've forked the cash over. I honestly didn't mind the waiting between days, or even how heavily-encouraged literally buying your way to victory is, but this COMPLETELY screws over solo players, turning a deliberately hobbled game that money will unlock into a broken one. It's a shame, because there's real potential here, but the developers' avarice has sunk it. I'd love to play a truly free version without any of the multiplayer features, but accept this is extremely unlikely to happen - unfortunately, that's reflected in my score for the game.
Not bad, certainly solidly made, but far, far too easy - circle-straefing whilst firing in the vague direction of the yellow arrows will get you through most of the game with minimal hassle, or even much in the way of damage. Which is just as well, because (with the exception of effects like the weapon neutralisers) this game is not very good at telling you when you've taken a hit. The whole thing feels rather limited - there's very little room in the arenas, and the upgrades don't really feel substantial when the aforementioned tactics will carry you through most of the firefights. I enjoyed myself, but there's really nothing special here.