The graphics are great. I like the clear indication on the tower that shows its upgraded state. It reminds me of paper wargame simulations (those old board games). I'm not real stoked on the realistic names when the actual use is so unrelated. (A mortar that has a range of 80 yards? Really?)
I'm also not very impressed with the AI and pathing of the creeps. There doesn't seem to be many decisions in the game. The towers act so similarly and the differences seem buried in lines of descriptive text that I found myself just making "whatever" upgrade and things seemed to work out fine. This is the very point of TD games, so I thought that aspect missed the mark a little. (Combined with specific fixed-placement, it further reduced my decisions as a battlefield commander.)
I was slightly surprised to find that I had ample weaponry but no access to jersey barriers to create choke points and kill boxes (like in most TDs).
I would expect a quest to save a princess, or a quest to slay a dragon, or even a quest to recover a chalice...
... but a quest to find a chunk of coal?!
Great gameplay. Finished until the end. Sadly, endless mode is a bit too laggy after a few short waves to be much fun. Would love to see more levels, (or even more kinds of possible victories).
Pity it took me so long to find this gem.
Incidentally, creating a 5-piece "L-shaped" match doesn't provide any special bonus, but creating a 4-piece "line" does... so take the 4-line over the 5-L whenever you can.
It's a standard match-3 game. Every turn you WILL attack the opponent. The amount of damage that you do varies depending on the quality of your field matches.
Swords and Shields provide bonuses to your attack and defense for one turn. These bonuses expire at the beginning of your next turn.
Plant, Fire and Water bonuses are persistent and trigger a Special Effect. You can decide which three Specials you'd like to use for the upcoming match between matches. Each Special can be upgraded with your cash winnings. Some of the Specials are more practical than others, so play around and experiment.
You can also upgrade your Basic abilities. These, I THINK, are the power of your basic attacks and defense abilities. For example, if your strategy were to avoid using specials and just pound your opponent using basic attacks, you'd upgrade your sword and shield stats and NOT your Specials.
The one major improvement to shooter match-3 games was having the cannon colors limited to those colors currently on-screen. This enabled the level to close triumphantly instead of a slow, exhausting slog through the final dots. Next version you might consider this basic improvement.
Like nearly all TurboNuke racing games, the technique for success takes a bit of practice to unlock. A few nuances will really help your performance. Try to land directly in the middle of the bonus obstacle. Stay on your rear wheels in the air as much as possible. Many obstacles are simply better to clear than to smash. I could not find the value of stunts; the high risk landing poorly generally doesn't seem worth it.
It's a reasonable game but isn't particularly inventive. Most of the concepts here have been explored in other games more deeply.
Game climax: "And my ship flew off and was never seen again."