The only reason this game doesn't get a 5 is because the hitstates are too small and I have to try 3 times to get a block in sometimes. Plus, that disappearing bug hit me early on but only once.
Pro tip: Make your heroes Bombers. Win game.
Also, this is the second time my save game didn't work. Fortunately, this time I only lost the last 3 hours as opposed to having to start from scratch.
There needs to be something you can do against monsters close to the tower. Either don't let them get that close or let me do more than fire 1HP arrows at them.
At first I lauded this game for being a challenge and an interesting survival setting. After my save game got lost and my main archer was ill, it lost a lot of appeal. Without a strong archer, I lost all my barriers and about 3/4 of my wall's health.
I also didn't like not knowing the perks before choosing one, so thanks to bliznitch.
Waaaaaay too many problems to mention.
For starters, the wizard sucks and I'm told to complete the quest in the city before proceeding. Which 1 of 2? I can't do either anyway.
Disappointing sequel. In the first game, as you progressed, got the upgrades and got more skilful, you could crush the competition. It made replayability fun too. This version is too hard and too complicated to even complete the levels. I went back to previous levels to purchase upgraded and get gold medals and I still have a lot of upgrades to go. I'm stuck on level 23 of 24 which is even more infuriating.
This sequel feels like more of a challenge which I don't really like. I'm hoping on the replay (ie with upgrades), it gets better.
I'm a bit miffed with having to repair roads though. That's the city's job! Surely THEY should be paying ME!
Pretty poor but with such great potential.
SUGGESTIONS:
Some better instructions (not even included on Kongregate page)
A smoother selection method.
An option to pick all melee/ranged etc units.
More national fighting (probably not available on a small map).
The rain of arrows should be able to shoot past the enemy's castle.
Enemies shouldn't be able to camp outside the playable screen and take pot shots. Due to a bug(?), I could still target them with a meteor strike.
Hero to be controlled directly or left out altogether.
An auto advance/retreat function (so I don't have to keep tapping X every time a new unit spawns).
Apparantley, they're good guys that act as in-level power-ups. It would have been nice to have been told that at the beginning too. Worse, though, is not only are they green on top of green but the good ones are too hard to distinguish between the bad green ones. The good ones have bigger eyes (I think) but have TINY amounts of HP.