When gathered, the "ball made of triangles" most likely eliminates obstacles for a certain amount of time. I agree, I would like to see an in-game explanation of the occurrence.
Is this one of those never-ending level games? Also, field too big for even fullscreen mode. And, I don't mind the arrow controls, but Z-X firing is generally more accepted (where 1-2 is a selector array). And last: why was there the need to title it this way if you didn't add a storyline? I'm sure you're well aware that the title of this game 'shocks' the feeble mind of idiots that don't know much about Germany besides their involvement in WWII.
I don't know if you did it on purpose, but graphics in-game have white-pixeled edges, which resemble to come from cutting image from somewhere else and then not cleaning them. Also, your view of the world's distributed power is heavily tainted and not based on truth, which off-sets the game power balance more than it should. Advice: get a graphic artist, get your world views straightened out, apply changes to game, re-submit.
I don't know why people moan and complain about this game, for me it worked great and I did not see any shortcomings. It was fun to play and it has a re-play factor enough to stay interested. Game is pretty straightforward, but there are some things that require trial & error handling - which I think just makes the game better. No updates needed, game is finished. I give it a 4.1/5 score and I think that's fair.
How come well-developed maps get downrated and wack maps with default towers get rewards?
Is there some stupidity rule I have overlooked that says "do the opposite of all that's good and you get cookie"?
You say this is based on Gravitee, but that wasn't the first game to come with the idea of slingshotting weapons around galaxial bodies. There is (or used to be) a game called "Warheads" that does (or did) exactly the same as your game. The only exception being the player then being a spaceship (and with ability to hop from planet to planet using same slingshot technique). I do like the features your game has: unlockable weapons, team effort, modern graphics, easy gameplay, slightly increasing difficulty, different & active maps, accuracy & hp skills. Perhaps an idea for sequel: different races with different perks (& looks). Excellent game!
Reminds me of games: Jagged Alliance, X-Com, Arachnophobia (however, mainly Jagged Alliance). If you do make a flash version of teamed, mercenary-style TBS: the coolest thing playing those is the variety in weaponry, equipment and persona (like in Monster's Den: Book of Dread). I look forward to seeing episode 1.
What I would have liked seeing: towers in vicinity automatically being connected and therefor getting a small upgrade of said connected section. That aside, I congratulate you on a game with a nice story, graphics, sounds & music. Gameplay, difficulty and creative freedom is all there too. You score a well-earned 4.2/5 as far as I'm concerned.
Nice simulation, although: I'd like to choose what airport to work at, and like to see more realistic target stickers. What I'm also missing is the visual blip that lets you know the screen is being updated. The menu that lets you coordinates the planes is sometimes obstructed by plane. Update suggestion: different scenarios (weather: wind, rain, volcanic ash)(misc: hijacks, crashes, emergency landings). Still, very nice simulation! 3.4 score imo.
Even on low quality, at some point enemy spam will lag your guy into low-speed reload, ultimately lowering your chances of defeating that wave. Lag is what kills you in the end.
Game is about countering enemy. You should have picked a title that made this clear. People expected to see a side-scrolling rts/shooter and will rate it down for not getting their expectation met. Aside from that, It's a beautiful game and the different units all have their characteristics you should be aware of and use their ability to the maximum to win maps. Doesn't need upgrades for campaign and the money hunting is fine. Just fix the title (perhaps add a subtitle). My rating: 3.8/5.
You can't figure out where cannonballs come from, direction wise. This is either: a) game difficulty or b) bad game design. I'm slightly lingering towards c) annoying.
(ToDeveloper) If only I knew what Ion(splash?) and Laser(pierce?) did.. But now I don't see a reason why to even consider using them. Shotgun isn't better than machinegun and flamethrower doesn't do DoT? Also, since its a modern military TD, you should rename the towers or change the appearance as they don't make sense now. (ToPlayer) The reason why specialized turrets are better than Goliath at later levels: ground attacks ground, air attacks air - and certain waves mix together, so you don't want Goliath shooting vehicles while gyro's fly straight through.
I concur with the top comments that this game didn't quite facilitate our expectations. You say 'simpler', but game has advanced targeting / multi-tasking need between harvest and battle / tougher placing of units / tougher enemies. Not to mention no way to grind for better stuff than to beat levels, which become exponentially harder. The tutorial and tips are written in kid lingo, but doesn't match game difficulty. 3/5 imo.
Hate to mention this, but this is basically Runescape's Daemonheim without the puzzles. Although I like the simplified idea, its not really conceptual/original, whereas Monster's Den: Book of Dread was. However, you do get points for excellent tutorial.