I found a supremely overpowered character -- he had this bejeweled armor and over 11,000 health, when the rest of my characters were at maybe 3,000. His strength was also insane. Which was weird, and made game suddenly on easy mode. But still. I just logged in, and his armor is gone (he's in a loin cloth), and his health is down to 3,000, his strength way down too. Again -- ok, now he's in line with other chars. But this feels like arbitrary nerfing, without giving me notice. My trust in the game takes a hit.
Still grooving on this game, but confused by one thing -- I had the impression that the "Wandering" encounters should unlock different people to hire? When I go the tavern they have appeared for a split second, and then are replaced by the standard list. So maybe I'm wrong about that.
Just started this, and it promised to be my go-to game this week. Not sure if someone else mentioned, but it can be fun to read the little text before battle or chests open, etc, and sometimes it disappears too quickly to register. And I'm a fast reader.
I have a lot of TD experience, and this game pushes all the right buttons, but is ultimately frustrating. I think it'd be easier to plan ahead if you somehow made each leg of the creep's projected path a different color. Also, a grid overlay would be nice. And you don't need to hear another complaint about the flyers, and having to readjust your whole layout each time. Finally, making the special towers, it's not always clear which existing towers will be consumed. You have a solid concept here, that's worth perfection (imo). Even with all these probs, I still find myself coming back to play!
Fun game. I know you're tired of hearing it -- but temporary upgrades should not be mixed with permanent ones. If everyone keeps commenting, you should accept that it's a UI confusion that needs to be addressed. Otherwise, this is well done!
This is pretty fun, BUT: there are many things that cannot be figured out intuitively -- the function of (star) upgrades, the real effect of different attack types (Sail, etc) on tactics. I'm looking online for any kind of guide, and not seeing it.
I love how level 57 seemed impossible, then slowly became possible, and by the end I was zapping through the first few sections up to the conveyer belt without even thinking about it. Then the last bit slowly unraveled, till I knew I could beat it, just a matter of time. The last levels /should/ be super hard, I think. Really nicely done game!
Fun game, lots of potential. The AI is really slow off the starting gun tho -- I can have 3 bases taken before they even move. And I haven't used the other units yet -- swarming seems too effective.
Fun game. You've no doubt heard about the bug where, if you take damage as you hit (pretty sure that's the trigger) weird things happen? Creates the icon of an ally (blue circle!) with negative health in their place. I had my back to a wall the first time it happened, and it pushed me back through the wall as if there was a door. Second time, was last enemy and I think why I couldn't complete the quest.
this is fun, if a little basic. great foundation to keep building on. one note: infestation plus a single fireball insta-wins many maps with only one foe.
I want to enjoy this game, but maybe it's just the system I'm playing on (Macbook w/touchpad, 21" screen) -- I find the viewing window claustrophobic, text very small, and it's kind of stressful to play. But to be clear -- the stress is because this game has tons of fantastic elements and is so attractive, I want to be able to dive in, but instead feel cramped and unable to easily access all the information I need/want in real time. I wonder if being able to issue orders while paused would help? And being able to see a log of all recent information windows?
you can switch too turn play mode if u need some extra time. as for the ui and small window, these issues will be addressed once i squash all the gameplay bugs. make sure you play in cinematic mode for the full 1024x700 screen res.
An indicator for each district, showing if they will run dry next turn, or are currently dry, would be greatly appreciated. Super fun game, but clicking back over each push pin over and over isn't a high point.
really a great game. yes, I finished it in one evening -- but it was a very satisfying way to spend an evening. and I for one would prefer you keep making new games than stop to try and spin an old game out to deeper/extended play. I feel like at this point, you develop each concept out around as far as it can go without starting to milk it. and you seem to learn from every single game for the next one. it's been a pleasure following your progress.
Fun. I actually like the design decision to not gather coins on the way down. More rocketing, less falling. I did often click the company link and suddenly jump away in mid-play, but attributed that in part to playing an ios game on a large screen.
Yay. Distance affecting attack speed/pause at will/lots of neat little wrinkles. An enjoyable evening. Maybe I just picked a good upgrade path, but I did feel like it was hard to find a challenge towards the end. Would be fun to see a mode where crystals continually spawn (with increasing power), and you have no plant limit, and you try to see how long you can hold them. Or some similar survival mode.
progress recovered! sorry!