Addicting game. Agree with other comments below - I'd like a button to end the battle if opponents are incapacitated to the point where they can no longer hurt me (giving me the option to cut off legs/arms/whatever if I'm trying to get one of the goals). Battle speed increase. Game gets really grindy at Alexandra/Athena having to do dozens of battles to level up to compete at next area. Slave market prices are a bit silly later on.
I have no problem with developers wanting to get 'money' for their creations, and I have no problem with premium content for an original game with good replay value - have bought several things that I've originally discovered on Kongregate. But this...is just like every other city/empire game out there just with some UI elements repositioned. And the prices are just laughable...think you need to move the decimal point a couple of times.
One of a very short list of games that I didn't 'mark down' for being "payment based". The demo as released is sufficient content and the price is reasonable for many hours of play; it isn't "buy to win" like so much rubbish.
Thank you for this game; and while I know some may attack you for the 'premium upgrade' bit, 5$ is very reasonable and I far prefer this marketing method to the plethora of games that try to 'get you' every time you turn around, premium this and upgrade that and buy this "I Win" button for only 9.99. Well worth it, hope to see more from you.
Have to agree that the 'needing to pay' thing completely kills this game.
I'm all about supporting the developer, but being forced to do it will just result in me playing something else.
Like the concept, but would like more information about the different robot types (perhaps on hover). Also seems buggy in that monsters will take no damage from any type of tower, or get stuck and stay there indefinitely. Could use some efficiency tweaks but decent TD otherwise.
Great concept, poor execution. Needs single player mode, and some sort of tooltip that explains what different towers, creeps do, as well as upgrade lists etc. is necessary. Difficult to learn when the only way to play is to be instantly thrust into multiplayer where you have no time to experiment/learn what things do.
My suggestion would be a way to choose what you fish, maybe by allowing fishing in different fishing holes? The reason is that once you get past the stage where you are fishing for 'money' and you're just trying to get say, goldfish, the fishing element can become a bit tedious; whereas everything else in the 'idle' RPG can pretty much be done by you starting it doing something and wandering off. I'm not suggesting you 'idle' the fishing, just make it so that as you have fished more, you get better at it perhaps.
Nice little game, I would have liked more information about the various stats/classes/etc, as well as more information about what everything did - got to the point where i assumed 'more was better' and went with it but it seemed more of a grind-it-out strategy rather than a thoughtful, tactical strategy.
I don't see why all the complaining about a level cap...I've just finished the game with my archer at level 41 and the rest of my characters mid-20s. So the level cap is hardly really impeding enjoyment here at all as game is finishable without coming near it, really. I understand there's a 'hardcore mode' but balance for hardcore mode is a different subject than 'the core game as presented'. Since hardcore modes are usually just more of the same but the monsters are more difficult I am not usually interested in such things, unless there was some sort of incentive to win it.
Other than that, good game I think, nice TD that requires some thought, though I will say that having your 'towers' get killed was extremely aggravating more than it was fun.
Bring back resource buying, crafting experminentation is part of the fun, and a cash sink is desperately needed late-game. Also, whatever happened to having/decorating 'My House'? >:( I liked my house.
The combat isn't really any 'slower' than the first part was, I'd love to have an 'auto' button that will just do the attack of my choosing repeatedly until whatever it is is dead, sometimes this feels a bit' buttonmashy'.
As in part 1, MP is for healing or lifedrain, and not much else; the other spells don't do enough to justify the expenditure of precious MP which is needed to extend your stay in the dungeon particularly mystery dungeon or when trying out content Higher Level Than You. Either reduce MP costs significantly on other spells or make them actually do something - casting lightning often does less damage than just attacking normally (as a mage, even, so have the Mana Lore) and even with a lot of +spell damage gear.
Unless I'm missing something, the 'combat' as such feels clunky and is very unintuitive. Other than 'click your guy, click enemy' there's not much else said. Supposed to aim somewhere in particular? What determines damage? What determines damage taken? Bits arbitrarily put onto your tank? What do little symbols mean? Etc. etc. Good concept and art, but frustrating that nothing is explained so it feels a bit like just randomly loading up your tank with whatever is on the ground then going next to enemy then spam click your guy - them your guy - them. If its more complex than this someone please let me know - I've played through first 4-5 levels and just seems a bit lacking.
err..is there supposed to be no way to complete it? I've literally clicked through every possible option whenever you have a choice and it seems you die regardless? I even systematically went back over them all to make sure I hadn't missed anything? Or am I missing something (didnt play first two) Don't appear to be able to click anything else to advance it...
I think the gameplay mechanic is nice here, but each subsequent chapter hasn't really added anything from the first other than a couple of tweaks. This needs something more than just a dungeon mechanic; add a town, quests, shops, the ability to meet/recruit other knights, etc other dungeons to explore. This has a lot of potential but to me this feels like the beta test of the combat/dungeon mechanic only and the rest of the game is missing.
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