@Brukoslav -- comment was too long, had to chop it up < anyhoo...
I still don't understand why on level 4 my swordmen with blacksmith attack upgrade level 3 and several in-game attack upgrades do very little damage to enemy villagers, meanwhile the villagers take them out in a few hits. If I upgrade my villagers as much as possible they do very little damage to enemy swordmen.
As for the territory/gold generation thing... are you sure? Because when I tested with swordmen on level 1 with all my points in armor so that the territory point doesn't move much, every additional unit (of any type) I buy adds 2 to the income.
You are right, I had a mistake in the defense of villagers (they took the defense of the swordmen :P).
Right! I was doing a mistake when calculate the gold generation. Now is fixed: just villagers produce gold.
@Brukoslav -- yeah I knew that about the mandoble. They swing twice before damage is applied (I had to look up the word though, hehe). I did notice that when it's mandoble vs mandoble, they both swing at almost exactly the same time, at the end of the animation one of the two generally ends up dead while the other one is completely unscratched. If you or the enemy has a couple of mandobles in the line, what almost always happens is that the mandoble that struck first will continue to strike first, until some manner of imprecision in the timing mechanism causes the other unit to attack first. You might want to guarantee a hit after something like 90-90% of the attack animation duration by using a callback function.
I put some randomness, so even if in the animation they swing at the same time, there are some very little random time in order to break ties. I did some tests and it sometimes who strikes the first may be not strike the first in the second "round".
It feels like upgrades (both via blacksmith and in-game) have virtually no effect. On level 4, the enemy is ridiculously powerful, with his villagers and bowmen able to two or three shot every unit of mine while all of a sudden mine do very little to him. Except for the occasional powerful hit, which I haven't been able to figure out how to replicate reliably. Is it some sort of crit?
Additionally, the point of villagers is supposed to be that they're a weak unit that generates gold, yet every unit seems to generate the same amount of gold anyway.
Thank you for your review. It is true that upgrade in the blacksmiths are not too strong compared with "on-game" upgrades (except for armor and range). But consider that IA also do upgrades in the blacksmith.
The Mandoble (spanish word for two-handed swordman) has a powerful hit (20) but takes more time to hit.
Other units don't generate gold, just they expand your territory and that make you earn gold.
I should put some inicial screen to explain that, thank you again for your review.
It says it'll automatically save your progress, but twice in a row now I've needed to restart =/
And no, I don't go clearing my LSO storage all willy nilly. I still have stuff in there from a year ago.
That last level is a hell of a level.. I wish I could tell my idiot warriors to get out of the way of enemies. Or I could at least tell my idiot mages to teleport them away so they didn't die. But noooo, everyone's busy playing the hero.
"When using a grenade, the objective is to have the grenade explode so that the target is within its effective radius." -- Anyone who needs to be told that has no business owning a grenade.
I sure do like watching helplessly as my guy backpedals at full speed off an airship because the game lags so much that it doesn't recognize I've let go of the key for 5 seconds.
For gods sake use object pools for characters, use object pools for projectiles and FX. Render all the vector graphics possible as bitmap before displaying to the client. Make sure all your objects are being disposed of. Make sure you are passing objects only by reference unless necessary, and that those references are being removed when the object is no longer needed.
I love TDs. I've played (legitimately) in the thousands of them. Flash, StarCraft 1 and 2, WC3, mobile, etc. The grinding necessary in this one though... it's just too much for me. There are so, so many tiles. It requires you to do the same thing over and over and over and over and over and over and over ad nauseum. Once I've established a functioning strategy for a level, I don't want to have to play it 20 more times =/
Remember when people made games that were fun and free(or at least cheap?) Games that didn't make you wait hours/days/weeks to progress, and didn't try to get you to dump the contents of your wallet into their coffers at every inconvenience?
Those were good times.
A lot of people seem confused as to why this got achievements. If a developer signs up for Kongregate's "Partner Program," badges are pretty much guaranteed to be added, as long as the rating isn't too low.
To the fellow requesting an English editor: I work in IT. I can confirm that this English is far better and easier to understand than a great deal of documentation you'll come across IRL.
You are right, I had a mistake in the defense of villagers (they took the defense of the swordmen :P). Right! I was doing a mistake when calculate the gold generation. Now is fixed: just villagers produce gold.