I hate hate HATE the Wave 50 Ninja boss on Map 14 (Secret Passage). Even if the hit that sets off his smoke bomb is a fear-inducing crypt attack, the path from either entrance is short enough that he can easily reach your gems before his stealth wears off (with a full second of stealth left!). And even with max-skill mana reserves and meteor (100 mana/400 damage), he can't be killed by a full set of 5 meteors. LAME. SAUCE.
This might just beat out Snowman Attack for lowest-rated badged game. Did Greg even let this one get out of rating-pending mode before Ubisoft bribed Kong into giving it badges? -_-
I'll throw in another vote for an inventory sort in the eventual sequel -- it's rather irritating trying to find whatever interesting-sounding item you just picked up in the sea of "Defender Reflect Shield Unit" and whatnot. Speaking of which, I literally haven't changed my loadout since I got a Rapid Discharge Laser and an XM-1006. A 20-cost, 40-duration shield that does 2000 damage per EMP? Yesplz.
For 1946: Have all your planes do 90 degree turns outward, with the middle two dropping gas. Do another 90 degree turn in the same direction on the second turn, then a 45 degree or so turn on the third (with all four dropping gas), and in a straight line on the fourth. Then steer your planes so they're all flying parallel to each other, almost wingtip-to-wingtip (the outer skill-bubbles of each plane should overlap the center skill-bubbles of the ones next to it). Drop gas as often as you can while flying straight left in that formation. With luck and a little tweaking, this should get you 4/4 stars.
I'll echo what CeruleanDragon said: Not the best TD on Kong, but definitely not the worst, either. For those of you having trouble with how fast enemies get stronger, keep in mind that poison/fire stack with themselves, as long as you can overcome resistances. A fire or poison turret with maxed reload and a dozen level-ups will deal over 12000 damage per second squared, which eats stuff alive when paired with a wall of frost (NOT stun) turrets.
43 game-hour repair time. Mwahahaha.
First gun truck, buy revolver and max it. Save up for the assault rifle and buy and max it from the third gun truck -- don't bother with the fort or traps. Repair every chance you get, including during the assault rifle's reload time mid-wave. (Taking 1 step left or right breaks you out of repair mode so you can shoot again.)
Okay, wow. The bonus map AI is horrible. I built mainly aircraft, Mullen didn't build a single air or anti-air unit. Protip: One Jammer Truck does not an adequate air defense make, especially when your opponent backs up his Vulture Drone with Condors, artillery, and Raptors. And all you have is infantry and Annihilators.
OmGi812: That's because your in-game progress is saved as a file on the machine you're using, rather than as a chunk of information tied to your Kongregate account. Badges (and the points tied to them) *are* tied to your account, so you see them regardless of which computer you use. This is true for the majority of games on Kongregate, actually, because of how Flash Player works.
Heh. In six games I've gotten every in-game achievement besides Frequent Flyer Miles and Clearly Devoted. With a five-year old dying laptop's touchpad. Fear my skills. =D
Chevalier: Put points in Traumatize and Haunt, plus your choice of damage-dealing abilities (and possibly Free Will). Start the fight off with Traumatize-Haunt-Traumatize, then use Traumatize whenever the Baron ISN'T regenerating Focus. Also ... Conner: Felicity can't cast Black Metal if she doesn't have Focus to fuel it. The Bio-only ability Disrupt makes her lose 100 focus. You figure it out.
@rune, scuzz: To be fair, both games were made by the same person. The similarities arise from the recycled code in the world map and ability-upgrade systems.
Mach10: It got a decent rating because it buys into Obama's Cult of Personality, not because the programmer has any skill in creating balanced, fun-to-play games. Which this isn't. n00blet is far too slow-paced, Normal ramps up far too quickly (at least in the early levels). I haven't tried Insane yet, but I imagine that it only exacerbates the problem.
A vast improvement over the original, in my opinion. Recycling centers might even be a little _too_ good -- since upgrades carry over in story mode, you can run upwards of a dozen trucks _and_ "more than enough" power plants off of a single 3-star Recycling Plant, especially given how much "organic" stuff is in the trash left by zombies. Just disable/don't build flamethrowers unless and until things start looking desperate, and you'll be golden!
The survival mode is pretty horribly balanced, mostly since there's such a power disparity between the spawn maps of the first ten waves and those of all the waves after that (and even between the different maps in the 11+ set). Case in point: Wave 10 might be a single 'boss-tank' from the first level. Waves 11+ might be four 'boss-tanks' and three dozen turrets. Wave 10 might be a ring of soldiers and three turrets in each corner -- Waves 11+ might have three dozen _double_ turrets spaced evenly around the outside (creating so many bullets that the collision detection begins to fail on my laptop), or "just" eight mechs and a dozen single turrets stuffed in the corners.
The "Double Points" powerup seems... well... cheap. Almost like you're trying to cover some other weakness in the AI. Take it out, add sound/music, and you'll have yourself a pretty decent game.
Warlord: A better way to use Diana is to get Find Weak Point 5 and Meteor Strike 5, with Dex 100. Beat any South Desert Champion to get the highest-level Katar, then upgrade it to +10. Between your 160+ percent dodge rate and 1000+ damage meteor strikes, the rest of the game just gets ludicrously easy, especially if you stock your army with Elite Assassins from Tiflis (who can also take advantage of Find Weak Point and its prerequisites).