i think the game needs to be balanced somewhat.... I've reached the 5th map and yet my exp is still lvl1 / no gold for hero. Its as if the skill bonus are totally ignored unless im actually expected to replay levels. The first/second game was well designed since you had to carefully consider which skill to put your points into depending on the map you were about to face. This time, the skill points seems to be just general added bonus as a reward for repeating the same level over and over again.
i suggest you lower the gold/exp requirements for levels and heroes...and then actually steepen the monster strength increasements between maps.
whatever causing the enemy to knockback away from a wall...it's making them invulnerable for the brief moment as well... it took 5 catapult hit to kill one darkelf lol
By the 3rd level, ive tried out every tower type and then the rest is repetition.
The available towers should be limited in the first few levels so there's something to look forward to in the later levels.
Might want to make the advanced towers more expensive and decrese the money income at start.
the bats..are kinda lame lol...
you should give the enemies various behaviors and strategies rather than just a)get close and meelee b)slowly get closer and range attack.
otherwise i think its excellent
the ai...could be better lol
it keeps killing it self with cards that costs life points...
and it keeps returing cards with "..when comes into play" effect to my own hands lol
the bullet patterns are really simple and linear so there's no logic or concentration required. No crazy madness like curvy twisting lazer beams or bulltes firing even more bullets. Probably way too easy for player who are used to curtain fire games. But with that said, great game for casual players who wants to blow things up without being blown up yourself.
might have been better if Malak could walk around with a decreased fire blast range. Also, the skill point reset shouldnt be limited considering you can't repeat old levels for extra exp. Exp farming option or unlimited skill reset for strategy adjustment...you Have to have one or the other in any skill lvl based tower defense games. Stages like lvl 15 becomes literally impossible when you dont spend any points on meelee bonus. Just because you put a limit on skill reset doesnt mean there's more strategical thinking involved. It just becomes luck based ...and frustrating. Also please use numerical value for dammages and attack rates. Can't just say "spend 120 mana to make orb better".
there should be a progress bar of some kind..se how much more waves are left before the level is complete. And a button to send in the next wave without having to wait.
Each weapion should've had their own branching campaign...so players can avoid the one weapon they hate the most....and give a special bonus if they complete all 4 campaigns..or something. The upgrades seems far less achieving somewhat when the weapon randomly switches to something that has nothing to do with what you've just upgraded. Personally, what I would've really liked was if you kept the classic mmm1/2 format and used the 4 new weapon as a weapon upgrade within the skill tree.
character lacks charm....if you cant draw cute anime characters, the game should've gone with a more serious tone like in "days of ruins". It just seemed like bunch of middle aged men in their 40's playing with toy tanks while they throw sand at each others faces. ..Also , dont mention "advance wars" in the description lol...or else player will expect the same 50$ quality.