Incredibly easy. I beat it on flight 6. The evolution mechanic is horrible. It's based on a percentage chance, based on a metric which the player has virtually no control over: The amount of ores collected (When the game tells you it's based on skill choice, no less!). Since you can't get rid of spare ones to make the chance you want go up, "choosing" an evolution is a simple matter of saving and loading until the percentage goes in your favor. Also, the game makes no mention at all of being able to switch between active skills by a click of the mouse button. A lot of times the skill didn't charge when I held it, and instead switched, which didn't help either.
Pure Empathy + Sisi + Behemoth is absolutely hillarious. You end up with enough energy to stay invuln + deal uber damage nearly the whole level, and with a few energy potions through an entire boss fight.
Also, something I just remembered, because the beast is a part of your sprite and not a part of your hitbox, it is physically impossible to move the hitbox to the bottom of the screen, which severely impairs dodging in that region (which is required often, since a lot of the minibosses are land based and you need to get down there to hit them). You should be able to move it offscreen down there.
Didn't run into any glitches... but I didn't like how talking to people about him gave conversations and then inserted information about the story unrelated to the conversation into the book of stories. The blacksmith's convo results in "Derrida stayed with her the whole night" in the book, when the conversation was actually about how he made bells... Awesome artwork, though.
DNA resequencer? Really? WTF? But... the ending should've resulted in a last level with the goal of killing all zombies on the island... I mean you have enough firepower to make that not such an impossibility.
There's an age requirement on a lot of dungeons, as well as some dungeons (specifically the line leading to finding the person that assaulted your village, as well as to hell) that require other dungeons to be completed in order to access. It's not just bravery, or just the buildings you've unlocked.
So there's a way to win indefinitely on v1 challenge mode... I don't know about smart mode but it seemed that you were just too strong there, too. Also, there's a rather large bug with smart mode... When they take the first laser, if you do nothing they will not use their single charge skill. They'll only use the multiple charge until they get enough experience to use the higher level skills. I just nearly won insane mode by doing nothing but multiple until he did something.
Tried to play this game, and it failed, miserably. I just destructed a depot in an attempt to move my supplies without clicking 289347283 times. The remaining survivors... fled to a nearby sniper tower, instead of my ONLY depot. How about the next time you make a resource management game... you actually enable the player to MOVE the resources, rather than forcing them to manipulate the system in order to move the resources in the most roundabout fashion possible
Wizard's bow's life leech is ridiculous. I just managed to end a sudden death match with 150 lives... Not that I managed to leak any anyway. Also, I've noticed since the updates that a lot of units will now ignore resources in favor of enemies... This makes it really hard to clear out the resources blocking the prime locations.
If you have a good enough normal build to begin with, you can use it on the roadrunner map, too, making 3/4 identical. The only variant that necessitates a different strategy is scarcity, because you simply do not have the same resources to start the same. However, harvesting is incredibly easy once you get used to it. I usually end my normal maps with 100-150 extra wood, because I felt like harvesting extra. This means that I can generally use my exact same strategy for scarcity maps as well, just with a slightly different start. In conclusion: All map variants except scarcity are a waste of time and incredibly boring. Find more varied/unique concepts, or remove them altogether.
Also, the level variety... is kind of useless. Drainage maps? Same creeps as normal, with no weaknesses -- to make this map possible, normal must be completable without even paying attention to elements. Roadrunner maps? Same creeps as normal, but faster. To make this map possible, the normal map just seems incredibly slow... (I was wondering why the creeps moved so damn slow on the field of dreams... then I beat it and saw the roadrunner) Sudden death maps? If you're any good at the game you'll do the exact same thing as in normal maps. The only actually challenging variant is the scarcity map, which I somewhat enjoy, though a simple respec to craftsmanship makes these maps fairly easy as well. Two of the four variant maps can be completed with a strategy/build identical to the first time you complete the map.
To people asking for a "Worker" unit... He's in the game. It's called a warrior with a woodcutting axe. Or alternatively, just stick enough archers in range of whatever you want to harvest, and then click on it to kill in in a second or so. Speaking of archers... anyone having trouble with the game... just mass them with swiftfire bows. Outfit them with piercing + armor during waves with too much armor to be hurt. (cough cough, hint hint, to undefined: Archers are horribly, horribly overpowered.)
@Zero51237 The splitting enemies going through towers thing was originally a glitch yes, however it has since turned into a "feature" (Still pure bullshit IMO) It wouldn't be that hard to "fix" either. Just don't make splitting enemies fly away from each other when they split. As it is it's meant to force you to fill out corners of your towers and waste space in order to keep them in your maze.
Why exactly do weapons break from swinging at empty air? Also, the last swing of a weapon that breaks it doesn't actually swing, it dissappears instead of swinging and then breaking. These combined have resulted in my two sole deaths so far...
As for that suspiciously highly rated comment... the game does actually save your achievements. I just refreshed and all of them still pop up on the title screen.
Those complaining about the turn commands should learn how to read a clock. The "turn clockwise" and "turn counterclockwise" commands are aligned and drawn like they should be.
So I look at this game... Okay, it's a Diablo clone, I can handle that. Look at the ability menu, okay, complex enough... I look at the skills. Every single one except ONE is a buff. WTF?! How did this crap get a 4.0?
Things that need to be fixed...: I have not yet seen a tower do splash damage, ever. Towers 1: are ruled by a projectile system, where it hits the first enemy in the way, and 2: don't lead their targets, causing horrible missing. Fix one or the other. I'm sure that balloon would be awesome if it's 3+ shots actually did splash... Show the projected stats when upgrading, like leveling. If I want a tower to be a damage dealer, I want to know if it's DPS is going to be lowered in favor of special abilities. It's an awesome game, just with some major flaws...