Amazing. This is what Kongregate has been all about. No big, Triple-A games, but true ingenuity, novel concepts, executed cleverly and beautifully by indie developers. Definitive 5/5!
There's no such thing as "easier" or "more difficult". BTD6 is more expansive. Try CHIMPS on Expert and tell me that's "easier". There's just more to choose from - easier, and harder options - in the latest releases.
There is limited space for banana farms, but you will need a heck of a lot of economy to fill the map with Tier 4 towers. Tip: use the Sniper's supply call ability to add a mix of economy and added damage in the spaces that can't be occupied with Banana Farms while building out your army of whatever late-game towers you prefer.
Winning impossible is all about cost effectiveness and overkill. Turrets have infinite rates of return because they don't deteriorate at all. Many of the inexpensive units do far better in terms of cost effectiveness because they do some amount of damage and are overkilled by a gargantuan amount. Because there's no benefit of gaining ground if you don't actually destroy the enemy tower, you can indefinitely use your turrets to stave off the enemy until you can overrun them with your own siege. Also, you can pause and unpause to stop enemies (and allies) from completing their attacks, while turrets and quicker enemies have already completed theirs. You don't need this to win as meat shields are virtually free, but it can be helpful to end the game with your fast-attacking super soldiers. 5/5, still enjoyed it 12 years after release!
This game needs hotkeys, centralized supervision ("promote everyone" / "promote entire floor / column / office"), and more metrics (daily productivity; I don't need lifetime stats). I also didn't figure out elevators could be dragged until day 71. Tragically, employees did not go from elevator to elevator to move floors, but instead act as if they were stuck. Some indicator like a pulsating glow around the drag-and-drop box would be nice. 4/5!
I was 11 when I got the badge. Holy smokes. Feels weird coming back to this and reflecting on a wholly different life. The badges make it feel so close and recent!
Once you get an understanding of a few ways on cutting down potential solutions, none of the 100 levels are outstandingly difficult. It was a fun experience but also a bit repetitive and boring. 4/5!
I only understood GameTommy's "running event" after reading it seven times. Well played, tommy. On a more serious note, you can get an 11-day finish without max running.
I just finished the game in 15 minutes and 5 seconds without items. Tips: reaction + speed is all you need to win the game. I use the Croc and never spec stamina or agility, not once. Pick tracks with fewer meters to save HP. Pick tracks with fewer obstacles per unit of distance to favor speed over agility. Wait until the last ~10s until hammering burgers in the HP game since combos multiply your points. If you hit the occasional apple you may get fewer points but the game ended quicker, so the damage is limited. Observe where the apples fall and make sure you remember once they get covered in burgers. You can press "Skip race" as soon as you start the race, even before it visually shows. Matters since you do tons of races in total. Learn to calculate your actions ahead of time so you can get good at Reaction training. Get well over 100 points so you only have to play a few times. Same for Speed, aim for 75 points. Good luck!
Leveling up a character usually has two main purposes in game design. First, to give the user a sense of accomplishment. You leveled up! Hurrah :P The second is to make difficulty a dynamic, player-based trait through the leveling system. This is fancy talk to describe the fact that the game gets easier when you level up, and if you're having trouble beating a stage, leveling up makes it progressively easier. However, in this game, the levels are a constraint to beating certain levels, which severely limits the variability in how quickly you can stroll through the levels. The same is true for certain relatively "stat check"-based stages such as getting 500 coins on stage 5. This stage can only be cleared by repeating stages several times, regardless of player skill.
See if you can incorporate more ways of adjusted difficulty for the player and a greater range in outcome based on competence (skill). 4/5!
@Naud1234 Spending some money on the game is not done because it is needed. It is done to support the developers. The fact that you don't need to spend that money to play the game is exactly why it's a proper choice whether you want to spend it or not.
The boxes of the obstacles are very off. The skeleton should be hidden underneath the tree, instead of the skeleton walking over the tree. It would be nice to have some very simple character and enemy motive. Maybe we're actually a zombie, unlike the actual undead skeletons? Perhaps our different enemies could use different mechanics, such as skeletons using a skeleton arm as a weapon, while others throw their head or arm? It feels very uncompelling to walk through an area without obstacles, kill a foe, and then walk back to where we came from. It would be nice if the obstacles were simply ahead in our path at all times, or if traversing the wide open planes had some refreshing obstacles at all times. The graphics are appealing though, and the concept is simple and could work. 3/5 for the effort, hope to see more in the future!
All inputs are sluggish; I don't know why. The skeleton should be moving toward the cursor in a fixed way; current movement feels extremely clunky to use. There are many issues when shooting and moving that I can't diagnose. The enemies don't always notice you and don't consistently move in your direction. The enemies don't have a fighting animation and lack some sort of animation when they do damage. There is no clear "obstacle" other than a few skeletons to clear a stage and move on.
1. Be ready to react to red crosses. Calmly choose to jump over or slide under them.
2. If you get awkward gate positions at high speeds, simply jump. Rinse and repeat; a lot of time is spent jumping when you get 80+ multipliers.
3. Commit to a strategy. If your strat is to jump in front of the gates until you hit a multiplier of 50, then do that. If your strat is to keep jumping and practice high-speed jump combos, then do that. Stick with whatever you choose.
You have to realize that % stat increases are calculated without taking into account the flat stat bonus that item gives. So if you have 100 armor, and you equip a 1400 and +10% armor shield, you'll get 100 + 10% of 100 + 1400 = 1510, and not 100 + 1400 + 10% of the previous total = 1650 armor. Also, use Sweep and not Fireball, as Sweep will one-shot most clusters of monsters anyway without sacrificing half your damage. You could do without Sweep on certain stages that almost exclusively feature 1v1's and make sure to turn on double armor in 1v1's for those, of course. Hope that helps!
If they're going to ask 20 dollars for the full version, the least they could do is balance the abilities to a reasonable degree. Heck, it's single player mode; you don't even have to fine tune it. But really, killing everything without being touched with taunt? Kind of overpowered.
It's hard to imagine extremely high-end games with boatloads of gameplay, a fascinating art style and an incredible sound track like Cuphead costs the same amount.
My day counter is stuck at 198 days. This caused me great confusion as you can imagine as to why the transfer meter would get stuck on "7 days" and whatnot. Then, once you realize what's up, everything falls into place. But yeah, that's a bit of an issue. This game is like a 3.5/5 but I'm thinking of rounding it up because it's kind of fun in its own obscure way.
Apparently, if there's a checkbox in the top-right of the screen, that means you have to color that many tiles to complete that level. That got me confused a bit since it was never explained. Also, you can hover over and click on the nearly invisible "help" button in the bottom right. Hope that helps! 3/5 because even though the game itself is OK, the concept is very unoriginal and the implementation is a bit lackluster in areas such as the clarity of level objectives.
Thanks! This is another very useful comment that I will keep for use in my next games. : D Thanks for playing!