The mini-games are certainly more engaging than those in Animal RaceWay, and the alterations in them as you proceed help to break up what would otherwise be monotonous. Pretty good game.
The 5 different mini-games lessen the repetitiveness, but this game is still essentially one big long grind. I couldn't see my way to giving it more than 3/5.
Oh goodie... it's exactly like the previous Doodle God/Devil games... cause I certainly want to click combinations for hours on end until I finally discover what random things apparently create what other random things.
It's super how the final upgrade stages for most of the towers are what appear to be default values: 10 reload, 17 speed, 20 attack, and 100 range. That's much better than having towers that are worth what they cost, or get better when they upgrade rather than worse. As it stands, this is quite possibly the worst TD I've ever played... at least, I can't remember any that are worse just off the top of my head. 1/5, needless to say.
Here's an interesting tip... towers gain experience at a constant rate per shot, no matter what level they're at. Therefor if you want more experience, keep your towers at low levels longer so that they have to take more shots! Just be sure that you don't keep your defense so low key that your gems are in danger.
I didn't have any problems accidentally selling towers I wanted to upgrade, but I can see it happening. In fact is has happened, judging by the comments, so why not put in a sell confirmation? It wouldn't trouble the people who don't have this issue and it would save a lot of frustration for the people who do.
I tried out the mana generating ghost crypt recently, and was not at all impressed. Firstly, when your skills on the orc tree are properly upgraded you get way more money than you could ever know what to do with, so generating more mana to get even more money is kind of pointless. Secondly, it's ultimate ability is a 25% chance to remove the attacking enemy's ability... which is entirely useless accepting perhaps if you get a lucky strike against a ninja boss. 1/4 chance, and your upgraded ghost tower has to be the very first to strike him... not good odds. This compared with the ultimate of the Chilling crypt, chain hit, which doubles its damage and fear causing capacity against normal waves. Upgraded fear crypts have a 75% chance to cause fear with the proper skill, by the way, and fearing a ninja will make him lose his valuable stealth time. I don't recommend crypts vs. ninjas, I'm just saying that fear crypts are better than ghost crypts in pretty much every way.
@darkwarrior42: Your plan is all tactics, designed to generate an overwhelming amount of mana/money. And that works for you. I would say that not all high points are best used as crypts, that blazing temples can be devastating at certain high points, especially to the ninjas who get caught in the improved radius blast even while stealthed. I would further assert that building your defenses in back first is critical to allow them to gain the experience they need to kill ninjas without magical intervention, especially on map 15 where a ninja boss requiring all 5 blasts of maxed meteor comes right after a wave that includes ninja. I would also point out that Orc dens provide immediate single target damage, and are very useful for killing reappearing ninjas before they touch your gems. Fear crypts are boss killers, and work very well against normal mobs as well. The very fact that we can discuss strategy in this game invalidates your overall point.
@darkwarrior42: As you said, you must know which tiles to develop. Which will cover more than one pathway, which will cover greater portions of a single pathway, which you may need to apply fear or radiance rather than damage, which will be needed to proc the ninjas smoke bombs and which to defend against them when they reappear. All of this must be taken into consideration, along with the points from my previous comment you neglected to address. The game takes skill and focus; I challenge you to show otherwise.
@darkwarrior42: Allow me to address your points. Firstly, the manner in which you deal damage is a critical option. While blazing temples are great for dealing with groups of slow moving enemies, they can leave you vulnerable to a lucky blade-dancer who happens to shrug off the usually only one shot you get. While crypts are fantastic at killing bosses, they are terrible at dealing with ninjas. Knowing what type of tower will kill what enemy, and balancing your defense to account for all comers, is a critical part of the game. The fact that there are no flyers and few debuffs is therefor indicative only of the fact that this developer chooses to bring his strategy in a different way.
@blob62: The difference between this TD and many others is that skill plays a major factor. You have to be able to see what parts of the path the enemy will likely walk on, instead of trying to cover everything. You have to carefully build your defesne outward so that your ninja guard towers get enough experience to kill the **** ninjas. You have to be cautious about where you spend your mana, making sure you have enough in reserve to deal with break-throughs or ninja bosses. All in all, if you lose focus you will probably lose a gem. This as opposed to gemcraft, where you can set up your massive lime/yellow/orange and ignore it for a while.
The upgrades and such are nice, but I don't like the fact that the F-thrower is a "super gun." I'd like it better if it had several top tier guns all useful in different situations. However for that to become a possibility, the game must first have more depth than simply jumping in place and holding down the fire button to win. Overall not such a great game; "The Final Death Wish" is a much better game of this type.
I played this when it first came out and liked it. Matter of fact, I like it now. It is in no way "easy" being that you will always lose eventually... the question is how long you can keep it going. With respect to the previous comment by Darkaros, I've gone over 3 years before, so kindly stow the "it's easy" talk and try a bit harder.
Didn't have any issues with lag, but I don't think the game has much in terms of depth. It's got upgrades and purchasables, which is great, but when it comes down to the game itself there's just not much you need to do. The results I get from standing in one spot and mowing down enemies as they come are as good or better than the results I get from moving around and jumping to avoid enemies. If skill became a part of the gameplay, this might be a very good game.