This game is outstanding. Excellent gameplay, multiple effective strategies. Well-planned upgrade system. A good balance of strategy and tactics. This is destined to be a top game on Kongregate, I'm betting. It's annoying that an upgrade is blocked out, but thankfully it's one I didn't like anyway when I played this on another site. 5/5.
There isn't even enough substance here to qualify as a mini-game in another game. There is barely the skeleton of an obvious genre without even the attempt to sugar-coat the completely hollow and obvious gameplay with fancy graphics. In what ways is it original? None. How is the music incorporated into the gameplay? It isn't. Is this game fun, enjoyable, creative? worthwhile in any way at all? Nope. 1/5.
Holding the mouse down to fire makes the user feel disconnected from the firing mechanism, is arbitrary, and reduces user interaction with the game, causing it to feel slow and boring even in moments that should be hectic.
The main gameplay of this is similar to missile command (or MAD), except not as good.
All the cool upgrades in the world can't save a game that isn't fun to play basically.
2/5
Holding the mouse down to fire makes the user feel disconnected from the firing mechanism, is arbitrary, and reduces user interaction with the game, causing it to feel slow and boring even in moments that should be hectic.
The main gameplay of this is similar to missile command (or MAD), except not as good.
All the cool upgrades in the world can't save a game that isn't fun to play basically.
2/5
If you find yourself frustrated by "missing" common features (like nosell), please suspend your initial frustration. This game has a lot of depth, and while the difficulty may seem arbitrary on the surface, it isn't actually. This is one of the best games on this site, in my opinion, and it is worth investing the time in it required to get past the learning curve.
I think I figured out the clicking bug. If you click an enemy, then sometimes you can't select anything else until you click on another enemy. But once you click on another one you can get control back of your mages etc.
a few tips:
be flexible. Always have a few spaces, some extra cash on hand, and a plan for increasing your damage should the current wave prove to strong.
Be balanced. I like to have at least some generalists and specialists from all four elements, and of course a few (but not too many dexers). Also balance your damage around the map, and don't be afraid to pave quite a few squares.
@derrack. Try that on the marathon map see how far you get. To say this game doesn't have tactics is baseless. certainly if you have only beaten the easy level.
I love this game. Glad to see it on Kong. This would be a great candidate for badges. Even beating the early maps can be tricky at first, and I still haven't beaten Green Acres.
Someone posted that there is no strategy here.... and?
Not every game is a strategy game. This is a simple, elegant, and to me very interesting take on a familiar genre implemented with precision and creativity. The result is that the minimalist style that comes across as well-constructed rather than simple, and indicates a solid production value and attention to detail of the designer. If you don't like it after you finish level 10, you probably won't like the game, but I have a hunch most people will be enjoying themselves long before then. 4/5.
dz2001... I won't push the point since I see you admitted the code is "barely working" but I do actually know a bit about optimizing flash. Flash can (of course), and should be optimized. In my comment I only compared your game to itself, not any other game.
Please don't feel the need to be defensive. I say again that you are a talented game designer. I was recommending that you pursue this to improve your games, but I see from your post that you already have been doing that. Cool, I look forward to seeing what you come up with next.
ciao.