So.. difficulty rating: normal creeps - 1, fast normal creeps - 1, hard creeps 2, flying creeps 4, magic creeps 10. That's about it. Does the cannon tower or slow tower even have reasons to exist?
I see the suckality hasn't improved concerning custom made decks. For those that don't know. If you make a custom deck, your opponent wont play from any premade decks. It will play from your custom made deck. Thus you can never fight any other decks than your own, ensuring cointoss rules for victory.
Suggestions: 1) Get rid of the "double wave" glitch that sometimes happend when you finish the last enemy around 2sec before the next wave is due. 2) Add "Weaken resistance" to slow tower or something.
This is such a spectacular blend of piss poor programming and good ideas. The math concerning prices and your amount of cash randomizes numbers constantly and does not cohere to numbers given even. Also, why the hell is your troops immobilised for 5secs at the start of each round? That more or less solidifies you taking 3-10 damage. I can completely understand a delay being given for future "tower" when the round has bagun, but giving you all that unavoidable damage each round beause your initial towers are delayed is just wrong.
Sofar none of the regular mobs have dropped any shields. Maybe its just bad luck, but ive had a couple of tries now and not even one shield have dropped from them
Is there a reason you would design a boss like "The Prison Guard"? Its range is longer than the screen. It autohits. It kills you in 5 hits... Out of ideas much?
The flamers.. they do nothing!! Actually, id rather move my troops away from the rollers and take minimal damage. The rollers die, my troops survive. The other option is seeing my 3square range flamer look like a living question mark while 1-6 rollers crash into the base completely unscathed..
An upgrade to regrow lost health a few % each wave would be nice. Perhaps a feature where it regrows if you dont hold down the shoot button. Birds that water the crops or whatnot?
Perhaps in a future version you could get rid of the "Enemies spawning exactly where your ship is and thus killing you in 01,sec" feature. Try spawning enemies displaced from the ships position 1inch or at least making them intangleable 1,5sec or so..
Very nice game.
Suggestions:
1) Be more generous with quest arrows. Ofc you dont put it out on missions where the objective is to figure out the coordinates, but otherwise it helps to be able to find the objective and the home base faster.
2) A couple of seconds delay before bases respawn fighters? Right now it pays of more to draw them away from the base and then jump in behind them and pound away uniterrupted.
Looking forward to the sequel. ^^
Ok, got it.. The trick on 17 is Fire. A typhoon + fire first thing on. Later an AoE ice under the first road to concentrate on "bosses". At regular intervalls (every 2nd along the way), put AoE towers and level them just to the first upgrade point (which goes to fire). 3-4 towers along the way, put another maxed out Typhoon + fire. Ice towers (just upgraded to first ench = ice) up right corner and 2 steps in to the left from the first crossing = covers all bosspaths. The trick is to keep the fire running on all mobs with AoE fire at minimum upgrade. Maxed typhoon in beginning, then at every 3rd tower or so (with fire) to keep the punch at max. Ice to make the bosses suffer longer.
Uh.. any advice on 17? Tried doomsdays with semi-good result. Tried miniguns. Tried miniguns + typhoons. Tried minigun + fire combined with "long range laser with fire". And so on..
Well.. when you put all your points into "new ball speed" and the zombies are still so fast you only get two kicks (one isnt enough to kill even with headshot). You reeeally dont wanna see the "ball goes straight through zombie" glitch :/