hm... maybe we have a bug here because 40k is impossible on the lake.
I'll investigate this issue and i'll send you an email to let you know what happened
First of all, Armagame... Kudos for responding to comments, other developers should learn from you! I've got a question, how is scoring on mission calculated? I've run "Lake" multiple times with no losses, all missions accomplished and get around 17k, but I see others get up to 40k. It's not that I'm a sore loser :), but I'm genuinely curious...
The RTS part is pretty well done, but the base play is basically an idle game... I also made the same mistake as DoktorTr, wasting my gold on NCOs before I realized that gold is a premium resource.
Hi sepahewe, do you want I refunds your golds ? let me know. Concerning the base you will see very soon new features that I haven't released yet. I hope you will enjoy a little bit more this part of the game ;)
I really like the idea, but the game needs to be rebalanced. You have offensive and defensive options, and you can choose if you will invest in your knights, your archers or your towers. But, since the major income is from lumber piles, the only strategy that really works, is going on a full attack. As soon as the enemy pushes you into your own court, you have lost, just because you can't get the piles anymore.
As others already have mentioned, upgrading Gathering hardly makes sense at all. It's too expensive for the investment to pay off, and the main income is still the piles. Upgrading your tower health doesn't do you any good either. If the enemy has come within striking distance, the only way to survive is to push him away from your towers, and to do that you need to attack, not defend. The only thing that happens if you upgrade your tower health, is that you buy some time, but pay with lumber you should have used on your troops.
A great game, one of the most solid TD games I've seen. I don't "hate" the ninjas, but there should be some kind of counter strategy against them, for instance enough "slow, but no damage" towers could slow them down enough to get visible again at the cost of building some "no damage" towers. Any evil magic should have some kind of counter so it's up to me to chose the right strategy. As it is today, the ninja bosses changes this TD into an action game which at least doesn't appeal to me. BUT..... that's just the reason to give this game A- instead of A :) More levels wanted.... :)
Very nice new touch to an established ganre.... but.... in a TD game, I hate having to collect hearst with my mouse. Either make it an action game, or even better collect the extra life automatically.
I really like this game, but have to agree with other commenters. A critical hit should be mayb 10-20% on top of full damage, at max. As it is right now, the player with most critical hits will win and personally I think that chance should have very little play in a strategy game. The initiative works well, cause it forces you to prepare for both beign first and second in any round so you can't rush an army to accomplish something. That's a good thing.
hm... maybe we have a bug here because 40k is impossible on the lake. I'll investigate this issue and i'll send you an email to let you know what happened