After playing a dozen or so levels, I feel like this is missing some of the simple charms of the first generation. The new creep types don't really add interest as much as they fix exploits found in the previous version. Other developers have really run with the TD concept in the last year and although the production values and scope of game in DT-Pro is excellent, it doesn't substantially add much to the genre.
Furby's right. The scoring is messed up and the game rewards just speed-clicking around carelessly. There's really no need for the powerups since it never (in the amount of time that I played it) became difficult whatsoever.
Cute game but the fundamental gameplay is too simple for more than a few levels. Frankly, I couldn't figure out what was changing with each new level...more days? Faster price cycles? I don't know. I had become satisfied with my skill in the game but it didn't rise to challenge me further or provide any surprises beyond that.
The third gun upgrade delivers the autofire, for what it's worth. I wish there were more choices to make in the shop...but it's pretty much just buy the next gun if you can afford it or drop a few points into your shield (which actually should be called health). A save/continue feature would be huge since I would like to play again to see the bigger guns but don't want to start at the beginning. Finally, the hit detection really needs some work.
I'd second RoyalCat's comment. Although the play is fun, without a greater context or goal it feels pretty academic...like math drills. Some kind of map, level plateau, reward system, or accomplishment would add a lot.
Great theme, some of the graphics are superb (but there's a large inconsistency among the good and the bad), and overall it's a pretty nice take. There's little unique in the gameplay and so many things are not well explained that I found myself frustrated frequently. Five-unit limit? Why? Can build in some areas and not others? Why? Game balance also needs work...the first few levels are very difficult to stop while it gets progressively easier and easier. This is the opposite pattern than a typical game. So...needs work but a great start.
It's a great theme and the trigger/trap mechanic is a cool idea. Feels like the technology tree is pretty shallow; the tower upgrade produces two identical towers (DPS-wise) though the sniper tower gets a range boost. I don't really understand this. Then either tower's second upgrade is identical...so it amounts to nothing in the end anyway.
I'd like the traps to have more discernible effects on the creeps...some of the usual things would be cool (e.g., slow, DoT, etc.).
Also, a campaign mode and some different kinds of terrain would add visual interest. What about the deck of a ship?
The lure is cool but it certainly did NOT attract the pirates as effectively as promised.
The "easiest" difficulty is far too difficult. I made it to the sixth or seventh level and had to choose between leveling my surviving units or buying new ones that would just get slaughtered. That's not really a good choice. I'd prefer a little more money and field options...global bonuses maybe. Also, I'd like to get more detailed info on my powers while in a battle instead of merely the title. Finally, the unit placement box being right in the middle of the screen is annoying and covers my view of the battlefield. (Could it be in a corner?) My most general criticism is that the game hides the numbers too well. The production values and overarching gameplay is excellent however.
A confirm window would be nice for right after the sell button, which I accidentally hit while trying to quickly adjust the targeting. A graphical approach to the upgrade levels (like filled bars or something) might be an improvement. The maps seem rather large for the nature of the challenges and practical number of towers one might use. The sell values are questionable. I don't know that I got ANYTHING back from a sold poison tower. The level didn't end in any way when I finished the last wave; maybe because some of my towers were upgrading. Don't know. Also, I could only play one map though your description states that two maps are complete.
Buff tower doesn't need targeting preferences. Also buff tower doesn't indicate how MUCH it actually adds...which makes deciding if it's a good value very difficult. Would like to see some small indication of which way the creeps travel BEFORE the first level starts. Creeps are mega slow...after a few levels (especially when saving up for something) it would be nice to speed things along a little...as an option.
Great take. Love the theme, love the graphical attention. Few suggestions: Would like to be able to see the advantages of any particular upgrade more specifically in the rollover info panes. Wonder why the second upgrade is the same price as the first tier (in Easy). Would like to see my upgrade progress speed up when I advance the next way (space bar); as it is I must wait if I want my towers to be upgraded by the time they reach. (More comments as I play further.)
Not bad. I'm not super stoked on the special abilities. Throwing the sword is kind of handy but the other two specials are not very handy. How about instead of "freeze" there was a land mine or grenade?
I didn't have any luck. I was able to get matched to an opponent but the game didn't launch or maybe we didn't sync up properly. Well...I generally don't like MP games (bias) because the matches are only as good as your random opponent. I know it's a lot of work but a 1P version would be terrific if you can muster it.
One final thing. (Sorry.) When there's only one button on the screen that is active...it's "friendly" practice to allow the user to just click anywhere to clear it. This would be particularly handy for the annual turn reports.
I'd like to see more literal depictions of the things I've bought. Not that it's any big deal since nothing happens in the main window anyway. Some in-line suggestions in the "i" info pane might help explain how things influence each other...like what does a tavern do or how much defense does a tower add? Also, with so little going on in the main screen, why do you have FIVE tabs in the lower section? Why not just open those up above so you can see everything? Finally, I'd like to see more layers of complexity...diplomacy, trade, tech trees and unlockables, you know...the usual stuff!
I like the premise a lot but it seems like the implementation is a bit weak. Here are some things I'd like to see in a next version: Some indication about the relative strength of an incoming attack (compared to my own defensive strength). After a while I was pumping in hundreds of troops with no sense on whether it was enough or not...or how badly I hurt the invaders. I didn't notice I could raid my neighbors until my second game. (BTW, the end turn button didn't work on my second game for some reason after buying two pikes with my initial $10...maybe you can duplicate it.)