There should be a 4th ending that has nothing to do with the sword. Grab all the gems, do the quest for the teleportation power, then teleport. The tiny floating island keeps you from ascending forever if you collect the gems, but if you teleport you'll be on top of the tiny island.
Main problem is that it has too many stats. If the game were less fast paced, six stats would be great but at it's current speed you would only need 3-4 stats AT MOST. (Speed, Range, Damage, Armor). For sight to be useful, you need a line of site beyond which units cannot attack eachother (unless they have a spotter). Agility is only useful if you want a fast turning, high powered, slow turret but that is useless since the game moves too fast to breed your bees.
Based on the comments, it looks like no-one here knows that 10% of this story is factual... there's something extra special about jokes almost everyone else won't catch.
Earn an unlock every 1000 kills. Improved boss AI (like spawning minions if able, flying to reach you if flying, etc). Give each ability seperate cooldowns, to make paralyze and slow useful. Free unlock for every 25 DIFFERENT characters you beat the dungeon with (except eggs). To play a dragon, MUST start out as an egg - even against bosses. Polymorph turns big monsters into a different big monster instead of a chicken. Bombs go through enemies, instead of damaging only the one enemy it blows up on. Bronze/Silver/Gold borders for all characters you have beaten a dungeon level/boss/game with and a free unlock upon earning a certain number of gold borders.
This game should have at least a "unlock 200 characters" badge.
Great game - that said, needs a few tweaks. Enemies occupying the same square as yourself makes it so only bouncing magic attacks can hit them. This makes the fire dragons' explosion ability all but useless. Stuff like that, just needs a lotta tweaks & more levels.
1/5, since you can do better. I'd be delighted to see any of these new enemies in your previous games. Main killer here is lack of a starship, fast forward button, and allied starships.
I enjoyed this game, but the first two were better. I prefer more abilities with puzzle applications, enemies that stay dead, and dying from one shot. I didn't like how easy it was to abuse respawning and the two hearts robot gets.
Still, I loved the massive level, the flying, and the bazillion powerups to find. The scenery and level layout is impressive. I expect what you learned from creating this will lead to amazing games in the future, if you decide to make more game in this or another series.
2/5. Show number of waves left, names of towers in tooltips (not just the help), show enemy level/hp (not just type), more maps for each difficulty, and I'll come back and give this a 5/5.
Great game, just missing a bunch of standard features.
Going to have to do better. This is one of the most overdone types of flashgames. If you want to contribute, you'll have to do something unique, like wormhole bubbles, barricades bubbles can't attack through, different colors of bubbles, etc.
I won't rate you on gameplay, since this isn't an action game.
Beginning: 2/5. Would be 3/5 if the beginning had anything to do with the middle or end.
Middle: 5/5. Nice world, took a while to learn to relax and not assume every eyeball and flag is part of a puzzle. Beautiful.
Ending: 1/5. Work on your endings. Loved is memorable mainly because of how it begins, Immortal and Company of Myself for how they end. You have a good middle but a normal beginning and a wimpy end that has nothing to do with the beginning.
Definitely a more complicated game, and a lot of people like it, but I liked Infectionater: World Dominater much better. This is a micromanaging game. I liked the "simulation" style.
What I would like to see is the ability to replay cities that have already been destroyed, intentionally lower the stats of your units/zombies below the maximum for just to see what happens, and units that kill the humans in more interesting ways (ie smashing head and eating brains, decapitation, thwacking repeatedly, ripping arms off, dissolving, see Amorphous+ for a load of awesome ways to die).
Until the end of the contest, 1/5 since I want Loved to win. Otherwise, 3/5 (loses 1 star for being less interesting than the original, 1 more for being less interesting than other games in the micromanaging real time strategy genre).
Nonetheless, kudos on your increasingly 1337 programming skills.
AHA! To buy a hero you don't go to the heroes screen, that just wouldn't make sense! Why buy heroes by clicking on the heroes tab? What a silly assumption of mine!
For anyone confused, you click on the little white flag on the map that is your base camp. That's how you buy heroes. Unintuitive, never explained in the guide or tutorial, and the only hitch I've come across.
How do you hire a hero? I'm the fourth person to have this problem. Done two quests and heroes are available for hire but I don't know where the page to hire a hero is.
It ain't in the store, and it ain't in the "heroes" page, and the PROTECTOPEDIA doesn't explain it either! HHHEEEEELLLLLLPPPP!!!!
Worth replaying a few times :) My interpretation is that the voice is the programmer, and you are the player. That's why when the "voice" told me I hated it, it hit me a little personally since I was disobeying the plan the programmer made - and on a free site like kong, the only reason to make such a game is out of love.
Haha, this kind of game makes me think too much.
On endurance mode, I have 12 buildings. The enemy has six. I spawn a bunch of mummies consistently at the front after an emp. In other words, I can survive forever without doing anything. What is needed is an AI that uses a compact building layout with twice as much space as yourself, to garantue that surviving forever is impossible.
Good game, held my attention throughout 100 levels. Especially liked the gambler artifact, which proved useful.
Only flaw I could find was an enemy blocked by a gold back on level 33, an occasional glitch where druids are pushed inside a wall when fought, but that's about it. As others have said, magic doesn't work well since fights end within 3 rounds. One possible solution is if magic initiated an attack, letting you deal a guaranteed first hit which pulls the enemy into fighting you (instead of you being pulled into the enemy).
SPOILER
Dad cries over dead girl, brother cries over dead mom, mom cries over dead brother, girl cries over dead dad.
The ending ´spot´ does not seem to be scripted, just where you happen to die.
END SPOILER