This should have "Disclaimer: Every challenge is extremely difficult, nearing impossible. The impossible badge could be "win 15 challenges" and it'd still take hours and hours and require a combination of luck and skill. Many challenges have multiple ways to kill you on the first turn, no questions asked. Do not play if your computer is too valuable to be smashed in rage; we are not responsible for any damages caused by this game."
Actually, I had the same feelings as Innominate - I thought I had found a way of doing things out of sequence. That's not a good thing though. My laptop isn't the strongest, and the tiniest bit of lag sent me tumbling down the cliff, leading to a 20 minute grind of frustration. Simply putting the door in sight range would make the climb easier, figuring out what to do MUCH easier, and overall make the game less incredibly frustrating. I'm bordering between 3/5 and 2/5, since the enjoyment value of that one part was probably 1/5, but the game was otherwise 3 or 4/5 - but seriously. You
Not awful, but the balance is pretty bad. As some have said, upgraded ice towers that can get both hits in pretty much wreck everything. Hell, even if they can't get both hits in they're more efficient than fire towers. Not sure what the dev was doing, this is what testing is for.
An effective strategy I've found is snipers plus rocket launchers. Four snipers massive damage and range overcomes relative cost to damage inefficiency by taking out any given target in an instant. The launchers AoE is so effective against enemies that are grouped up (pregnant and groupers) that you can tell them to hold their positions and they'll still deal plenty of damage. While this does not continue to be optimal later game, it will allow a player on normal to get far while a player on hard can use it to set up the trickier freeze/laser + poison/shuriken combo.
It'd be nice if, once you kill all enemies and loot all treasure, instead of displaying a message, you automatically go to the next area. Also, at the "rogue is weak because you get detected if someone moves into you thing": Press space to skip a turn until there's an even number of squares between you. Sneak attack to your heart's content.
A couple things could make this game go from decent (3/5) to good, or even great (4+/5). One is giving the AI (at least, human/orc AI) object avoidance. Another is making the game less grindy - reduce the number of areas, maybe. A third is making the tower levels less boring - if you just made the arrows from the tower have the same AoE as the bow, it would improve greatly.
1) AI: there is no path finding because it is very expensive to the cpu. this is flash so lags enough.
2) reduce the number of areas? many players ask to add more...
3) tower weapons have much more Area of Effect than bow or crossbow. What exactly do you mean?
Is it just me, or is dodge (and in a less linear manner, speed) mostly worthless? I mean, you could get +2% dodge... or double your health. Hmmm. Really all you need to do is pump attack and health...
As FemmeFatale said, to win you should stay to a side. However, only following that doesn't get you to 2048. In addition to keeping the high numbers to one corner, keep the side you are "anchoring" continuously filled, with numbers in descending order. For example, in the bottom right corner, you might have 512, then above it 256, above that 64, and above that 32. Then it becomes much less risky to move up, allowing you to avoid tricky situations. You may also want to strategize the next three rows so that you can eventually fill in the smallest number on your "anchored" row, but this strategy gives you a much better chance of 2048 than pushing to one side alone.
Most people have said why this shouldn't be here, and I mostly agree. However, more of that isn't too productive, so here's why it's not the worst thing in the world. For many, "the first step" (as it says in Updates) is the hardest. If this semi-commitment (heck, it has a multiplayer chat!) is what gets him into developing, good for him! I would recommend at least a bare-bones alpha to release though. 1/5 for now, I'll come back and see if I should change that if there is some good progress made here.
O.o In order to get amber shards, you need altitude 170, and it occurs about once every twenty layers. Propeller 5 gives you altitude 174. Propeller 6 requires flexible framing, which requires amber shards. Dammit, devs.
There is a ~15 meter tall strip that you can reach with the upgrades that don't require amber, and where amber can spawn. Dynamite can extend it another 2 tiles. Some resources actually have to be gleaned.
I've heard people are having trouble with the last campaign level, so here's how I beat it. I filled my deck with damaging evasion (Green Hand, Monarch...) and Giants (Whip of the Vulgat, Morlogrimm). Then I added defensive cards (Slott, The Bastions), and some support spells (Stighia Sparks, Cold Sweat, Anger). I countered Cidus with either two Slotts or a damaging dodger, the hit-alls with either Latezian Troll or Whip of the Vulgat, and other ones with whatever else was handy. It took several tries, the opponent playing some of the weaker cards and luck, but I got them down. That deck has very high damage, but not sustained damage, so if you keep support spells ready to counter their big threats and flood the board, you'll win. The reward is a "promo" card that clears the board, which is pretty awesome. Good luck!
I finally have passed it too :)
I have blocked two his Acronox with Green Hand and Mist Demon. The weakness of that deck is lack of spells, so, blocking cards are more or less in safety. Also I always have giant demon: Gula or Whip of Vulgat, on the field to be able to rise my damage with Anger spell.
My main power were Tampliers cause I still like the lights :P The opponent have played Recognista to decrease the speed of my army. But the most damage in related fight have dealed by my... Xizz. Yeah, that one uncommon card. My Mist Demon has increased his stats much. As he played Cidus I just killed him with Stighia Sparks.
So, I made it too :)
A bit easy - I just kind of rushed every empty cell, and found myself winning by a hilarious margin five seconds later. I also used "strength" cells as a sort of doubling station, throwing half a cell at it and then back to double the value. There should be a hard mode, with past maxed stats on enemies or something - would make the game a little more challenging. A 4/5, because it was fun anyway.
1) AI: there is no path finding because it is very expensive to the cpu. this is flash so lags enough. 2) reduce the number of areas? many players ask to add more... 3) tower weapons have much more Area of Effect than bow or crossbow. What exactly do you mean?