nice. The medieval theme fits really well for this (perhaps better then the previous modern settings...). Only suggestions I would add is to have more crates found in the early levels, and to have some way of getting gold aside from grinding (maybe have mines produce crates and gold, each of which is independantly upgradeable?) Good job overall.
really laggy (even with everything set to low/none) - I'm getting close to a full second delay twixt clicking a button and jumping/shooting. That, combined with having enemies that can 1-shot me camping my respawn makes it a bit frustrating...
nice concept, but it gets frustrating when you get a level where you have to repeatedly pass a bottleneck with critters that knock you into a chasm (so you don't even leave healing items behind), and the prey keeps it's back to a wall/chasm/river.
would be nice to have a hotkey for spells - you can pause the game to place towers/heroes or change the spell book page. Setting the page hotkeys to the four spells on a page would be a nice improvement.
Also, creeps should remain killable so long as they are at least partially visible on the screen.
fairly amusing, not sure if there is much replay value (but that's true of most games on this site). Only complaint is it seems like deaths only come from 'impacts', and not from crushing - people will die just from falling over, but if they are trapped under a large block, as long as it creeps towards them, it won't kill them regardless of how big it is. minor quibble...
Something with the targeting is a bit off, I frequently see my units missing (non-acrobatic enemies) targets, especially if they are just rounding a corner, or at really long range. This makes a certain amount of range increase actually detrimental, as the unit keeps firing at (and missing) the same target, while several others slip by...
okay concept, but too much randomness in how things react, while requiring too much precision placement and timing on the part of the player. 25 is ridiculous
so, I've tried this game for a few days... Initially, I kinda liked it, but then I hit a point where I didn't have enough whatever to continue the campaign quests, or to craft/combine any items/runes/whatever. But I'm far too weak to do any of the quests to gain supplies or whatever. So I wait till rollaround, waste my supplies getting killed on a campaign quest beyond my limits (or maybe craft an item or two...). Not exactly enticing. kinda curious how you managed to actually get folk to hang around long enough to complete the game...
I tend to get a bit happy when I see a new nerdook game. This one looks like it could be pretty amusing, but it keeps freezing up my browser for a minute or two. not a big deal if I'm just walking, but if I'm trying to steer mid-jump or am in a fight, it's a bit frustrating.
It could really use some explanation. I'm uncertain what I need to get most of the skills/spells, and there isn't anything (tutorial, stated prereqs, etc.) that explains this. Also, would be better if there was a list of commands/keys, how to set spells, etc., so we didn't have to try and figure it out while playing...
amusing game, but I feel that the fuel bit is frustratingly unbalanced. Early on, fuel is the limiting stat, and it seems impossible to get without killing something (which is compounded due to it being difficult to kill something with that little fuel). Later on, you can kill so many things so easily (and with a high drop-rate), that fuel becomes a complete non-issue.
I understand that the dev doesn't have control over the Game Ark intro, but if you could pass along that most of the kong players find it highly annoying, maybe they will get the message. People are not going to keep playing Game Ark games after that intro. :(
If you've ever even been questioned about being color blind, don't bother with this game. there is at lest 3-4 pairs of 'colors' that are completely indistinguishable from each other. Most games also have some sort of pattern difference, so while it's harder, it's at least possible for us to tell one blue from another
ok game, until you get to those shots where a pixel or two means the difference twixt making a shot or not. and, HEY, TIME LIMIT YEAH!
difficulty is better when it is due to challenges relating to actual thinking/problem solving, as opposed to matching the exact criteria (down to the pixel) of the game designer...
(perfectly fine to have incidents like this in a game, but they should be restricted to top-end levels, or bonus material, etc.)
it's coded in HTML5, is why. No worries, normal Flash service will resume once this game is finally complete!