Nice attempt but lots of problems. 1) Need details on the characteristics of the different weapons. If they're all the same, why even have different weapons? 2) What's the difference between robos and guns? 3) The traps seem overpriced and don't seem to do anything. 4) A hallmark of tower defense games is that you can upgrade the towers. I didn't see anything of the sort in your version. 5) Some indication of how many waves and how many units in each wave might be helpful.
There were two of the purple towers that I couldn't place even though I'd met the build requirements and had enough cash. I don't know why...I wish that had been explained.
Not really understanding how to kill the little purple wormy spirits...they just come yet I don't seem to have any towers available that can shoot them. I believe the proper towers to the upcoming creeps needs to be better defined and more clearly communicated.
Interesting. There are lots of other effects you could employ to make the game challenging: Inverting color, adding power-ups (or paddle modifiers) like speed and size, static mazes or crazy incoming shapes, and so on.
Here are the answers: 51. A sheep holding a purse 52. post-it notes 53. a bubble inside a bubble 54. gnome convention 55. a Toshiba 43-129 manual for the electronic clavichord, 1978 edition...
Don't you guys have anything constructive to add? Instructions are hard to read. I'd like some small color guide on the screen to help me remember...maybe the cursor shows which direction produces which color. Also, the odd color crabs appear sort of too quick to really figure out. I'd like more time to figure out how those are removed.
Really attractive interface graphics. Some aspects of the UI sort of confused me. I'd like rollover tips on the slot containers or some way of telling which item fit in which equipment slot. Also, and this is a small thing...why can I queue a different ability but I can't queue the same ability twice?
The cursor needs to be on the screen BEFORE you hit space ("pull")...it's unfair and unrealistic to aim from nothing as the pigeons are leaving the trap.
Unfortunately it's just not that fun. I don't feel like I'm making important strategic decisions as much as just quickly mashing buttons to send out as many troops as possible to overwhelm the enemy. *yawn*
Nice idea and sense of motion. However, one complaint is that the controls are keyboard yet between every level you need to use the mouse. That's not necessary and it's slightly annoying.
If you're learning flash, great. Nice start. You should know though even by playing your own game for a moment that it's not really ready for the public.