If games were people, and by some chance there was a person flexible enough to suck their own balls, then this game is that person, and they're sucking really really hard.
way too easy. way too short. you get no chance to really explore the gun-leveling options. and the 'zombies dropping random ammo and guns' schtick is pretty old-school. very well designed and executed though. felt very smooth.
Apparently a few mentally challenged folks couldn't figure out how to 'start' and how to 'fire the gun.' While I don't mean to make fun of you, which would be politically incorrect, it only takes a very small amount of clicking around to figure both problems out. I do agree that there needs to be instructions, though. A list of what each 'tower' does, including damage/speed/etc and what the upgrades upgrade. Spiffy game otherwise.
AI is incredibly poor, but that is to be expected since they're hard to do for card games like this. Player vs. Player options would be a HUGE plus, probably put this game into one of the most-played for the month.
I like this, and I don't. It's either become a micromanaging maniac, or just sit back and take forever overwhelming planets with superior forces one planet at a time. The first is an aggravating click-fest, the second a boring wait. A turn-based system would fix that, but then you'd have a sub-par turn-based game, instead of a game that could be good if... SOMETHING... I'm not quite sure what, was fixed. Respect for trying something relatively innovative, at least.
Feels like this wasn't beta tested at all. Way too many bugs, very unbalanced, and the interface doesn't feel very polished or intuitive. You can tell a huge amount of work went into this game, but the last 10% of the effort to fix bugs and balance problem issues should have been dealt with BEFORE public release.
I really liked the art and the concept of a side-scrolling tower defense. The fighting character part was a really neat idea, but needs some work; leveling fighting skills is almost pointless. More focus on the fighter, while keeping the towers close to how they are, would be great. Perhaps more customability for the fighter, like armor/health, attack/weapons, special attacks, etc. Like you would attack, and the enemies would attack back instead of just taking it. More maps/levels! Oh yeah, it lags a bit when things get busy on later levels.
A more detailed explanation of what attributes/powers effect which stats would be much appreciated. A few examples... Does speed effect sword only or also fireball tossing? Same question with power. What kind of stat and/or ability increases are seen with upgrading jewels with skill-points between games, or buying upgrades for jewels in-game? Do badges come with any stat increases? A guide along those lines would be helpful.
after experimenting, i did get that oddity with the immortal black balloon, but it appears they are normally immune to being blown up by bombs when frozen. Just a note to other players.
Again, messing around with lag induced bugs... I got a black balloon that was immortal to everything(darts, razors, bombs, freaze then bomb, etc), though i popped it with tacks at the end and the yellows etc that came out were killed like normal.
As a concept game, I'm impressed you came up with such an inventive game with such a constrictive premise (the whole 1-D challenge). I found it boring as hell, and didn't like it a bit as a game, but I do recognize a creative solution to a difficult problem. Props for that.