Most levels you can't even win unless you learn the attack paths first. This needs to change. It only tells you were the units are coming from when it is too late. By the time you build defenses with what resources, if any, you have, it will still be too late to stop half of the army. And that's just on the first wave.
That is true, in the beginning there is learning curve to deal with. But once you get used to the game there is actually always a recognizable pattern where to choose best location for blocking and put archers to support melee units.
There needs to be an addition of a map, a way to see your max health so you don't overeat, and there needs to be a clear indication as to what gaining levels actually does. I see no changes when I gain levels.
Also, I am a bit confused about the upgrading system. Are the numbers indicting what WILL be added to the damage and HP of the castle, or do the numbers indicate how much the upgrade contributes to the total? Example: +15 HP either adds 15 to the total castle's HP after purchasing, or the castle upgrade provides a set amount of HP initially (+5 HP to total HP) and only increase 10 from that upgrade?
All the upgrades get you are extra fireballs. Why name something "Piercer" if it doesn't pierce anything? It gives no incentive to actually upgrade, apart from actually getting more visual towers. Also, the knight robot upgrade shouldn't have two separate upgrades, since the previous one becomes completely obsolete and only serves as an upgrade to throw money at for no actual benefit. The Knight upgrade should have been wrapped into one, that transforms into the second one after a certain amount of upgrades are purchased.
I liked the music, and the visuals are beautiful. It's a rather addictive game, but those things kept it from being a great game. I found myself wishing the Castle itself had upgrade such as speed enhancement, damage reduction, and abilities other than "shoot fireball" and "deploy Knight"
The shields seem useless to me. The first one protects from ships only when you are not moving. The other is slightly more useful, but it only allows you to protects yourself from enemy fire when you aren't firing at the enemy. Which creates the need for more shield to protect from the increased amount of enemies firing at you. It's usually just worth it to occupy your focus on the mouse.
The one thing that I think should be changed is the whole shop idea. I mean, you loot better items every time you fight than what can be found in the shops. The places with "Very Hard" Difficulty are extremely difficult to be without better equipment, yet all of the equipment at any shop is weak equipment. So my gold just rises while I have nothing to spend the gold on.
Wait... why is it worth more to sell raw materials than to craft them into armor? Shouldn't armor be worth more, considering the fact that it's worth the "skill" to craft it? Pretty much no reason to do that, since you can just sell the raw materials and get even better equipment anyway.
What's with the upgrade button under the user's ship? Every time I click it, it makes that "Error" sound. But it has the value "333" under it, indicating an upgrade purchase option.
A disregard my last comment. The upgrades aren't lost, but there is no indication that you can switch back. I only did so on a hunch. Still I believe it is a 5/5 game, because that little option isn't enough to bring down the rest of this fun game :)
I call really stupid upgrade. I upgraded my weapons almost all the way, then got a rocket upgrade. Didn't do what I thought at all. It caused me to lose all those upgrades, only to have the rocket and the non-weapon upgrades. The rocket was worse than my bullets, and is slow. Why, just... why?
Two things I think should be added: A pause feature and quality level adjustment options. The game lags and freezes frequently, and when these battles seem to go on forever, it would be good to be able to pause. Also, unless you obtain cards that increase gold production from the beginning, you've pretty much lost right from there.
That is true, in the beginning there is learning curve to deal with. But once you get used to the game there is actually always a recognizable pattern where to choose best location for blocking and put archers to support melee units.