Damn you...damn you for making ANOTHER grind fest that I just CANT STOP PLAYING!!!!!! What do you have against my free time?!?! In all seriousness, this game is just as fun as the others, though it does seem a little more finicky. Customer wait scores seem to drop really quickly and some of the timing clicks are tough to know when exactly to get it right. Still its awesome! But please...no more until I catch up!
I always love these catapult style games but they can often feel a bit too grindy, and this one does. Upgrades seem to come really slowly and the randomness of the police and special gummies makes it a bit frustrating. Plus it seems like sometimes the body slams will break the police without slowing you down and sometimes not. All in all, fun game, just could be a little less grindy. 3.5/5
Shiny is definitely a bit of a ripoff, especially considering the price and the fact that workers can only be purchased with it (something I didn't find out until it was too late. Also with attacking, it would help a lot if we could click on buildings to get a basic idea of what they are. There's no difference in appearance between a level 1 and level 2 sniper tower, but a level 2 will hurt a lot. Secondly, give us some control over where our monsters go, there's nothing more irritating than a group of pokeys running headlong into a group of cannon towers. Lastly, nerf the booby traps, they are stupid-overpowered.
A few suggestions on attacking: First, let us click on enemy structures and get basic info on them, hp/level/etc. The different levels of a single structure aren't always strikingly different from each other and its bothersome to have my monsters start attacking only to find that its an higher level, would also help a lot for planning the attack as well. Second, let us have some direction over the monsters we send, I dropped a bunch of the octo-ooze right next to a place where a previous attack had weakened a crate, but instead of busting down that one crate in 3 seconds, they attacked a fresh one and took a lot more damage. Third, it really sucks attacking a base, winning, and still losing all the monsters you sent. Lastly, nerf booby traps. They're invisible and basically wipe out large groups of monsters instantly and with no warning. P.S. lower the cost of shiny a bit...seriously.
Definitely a 5/5. I particularly praise the difficulty which, even on hard mode, never felt unfair. I failed a few times on level 12 but every time I knew that I had made a glaring error somewhere. The only criticisms I have are that the final boss does way to much damage considering everything you have to fight before him on that level. It's nothing you can't over come but still a bit annoying. Secondly, I'm not a big fan of the fact that by far the best strategy is one that's a bit counter to the game's mechanics (i.e. using "melee" only for the first 9 levels). Still excellent game, follow the top rated comment guides and you won't have much trouble. Oh, but lord could this game use an autosave haha.
Its a fun little game. Any negative thing I could say is pretty much squashed by the fact that it was made in less than 72 hours. I will say that I like how there are more stars falling than you could possible catch, forcing the player to make quick decisions about which way to go for the best result. 5/5
All in all, a very formulaic "launcher"/distance game. This game does avoid a few of the pitfalls of others, if only to make room for a new one or two. Fortunately, this game does not have the ridiculously grindy nature of some of its predecessors and the achievements are challenging and varied enough to keep you playing for a bit. On the other hand, the tutorials only introduce new game mechanics when you encounter them. Lastly, the secret upgrade is supposed to be helpful, and is, but toward the end, when I'm trying to earn missing achievements, it becomes much more of a nuisance. 4/5
Definitely fun, not much bad to say about it. Despite it being something of a tired formula for flash games, the upgrade system and items add enough variety to keep it interesting. The only downside to the upgrading is that there isn't any decent way of telling what's coming up so spending points on some upgrades at the wrong time seem wasted until later on, when you go back to 3-star everything. Lastly, the game is a little on the easy/short side. Not that I was looking for any super challenge, but the achievements weren't even worth looking at; on one playthough I got nearly all of them, and the rest I got whilst 3-starring each level. Still nothing really wrong with the game. 5/5
I love this game, but there are a couple comments to make BTTD 2 better. First, fix the aiming problem. Apparently several people have noted it, but there's some serious bugs in the aiming with my towers frequently targeting enemies I don't want them to, or sometimes completely ignoring some enemies. A method of telling them what you'd like them to focus on would be nice. Secondly, the game needs some sort of external upgrade system a la MiniTD. Getting perfects is fun and all, but its undermined by the fact that aside from the one impossible badge, there's really no benefit to trying for perfects (unless your a perfectionist like me).
Alright, figured out Fixed thanks to a comment from Assassinator014. But to expand on his explanation here's what you do. Build 4 towers in the center of the map, 2x2. Upgrade the top two to basic splash towers, and the bottom two to a machine gun and a sniper (fully upgraded of course. Place a full range booster off the corner of the machine gun, and two fire rate boosters off its sides. Then surround ONLY the splash towers with full upgrade damage boosters. Next upgrade the original towers to a mega tower. You should have enough money left to build a single damage booster upgraded to level 3. This gave the tower full range, 1 reload, and about 11k damage. Win.
4th boss is a bit ridiculous. I'm all for a game that's a challenge, but the boss has crap flying everywhere. Also, the absorption mechanic is a cool idea but it's a bit too unforgiving because when you die to a particularly hard part. It means you have to spend nearly a minute reabsorbing power just to be able to fight, which of course means you're spending a lot longer in a hard section, making it much easier to die.