The weapon design is incredible. The bonuses that are part of the homing weapon, the DOT for the lancer, the machine-gun bubbles and the buzzsaw path for the shuriken makes playing with each weapon a completely different experience. It's fantastic.
While this is the first game on Kong that I'm actually interested in spending money on playing, the cost/benefit is terrible. I should pay $10 to get 10,000 gold, which can be earned in like 4 quests? Similarly, I can't even field an army of immortals for $10. I've paid $5 for entire games, it's just not worth it to me to pay $10 to make this game fun again. If I could pay $5 and get a full set of one immortal class, or 25,000 gold, I'd do it.
Is it worth it to upgrade the skill bar? To charge energy slots, you have to fill up the skill bar, so the smaller the skill bar, the faster you fill up the slots, no?
Easy way to beat the large robot: double jump and use the heavy gun attack to stay in the air and build up power, then spam heavy attacks that make you temporarily invulnerable (s+j+k works well). Dodge behind when he gets too close.
Occasionally I get stuck on a side of the screen and can't either jump over to the other side, or continue downward. Is that part of the game design? It's awfully frustrating.
A Winning Strategy: There's a resource strategy, inasmuch as you can only have 9 bombs and max life: 1) Don't use any guts/brains/hearts until after the treasure chest 2) Use all of your bombs until after the zamboni minigame, then just make sure you have about 4 left after fighting the stage 4 bosses 3) Never be horizontally adjacent to a boss when they get up 4) Lure Wadolf's zombies to one side of the map. If he comes with, throw a bomb so that he runs into it as he catches up with his zombies. If he stays put, run around the zombies and go wail on him. If you get caught in the laser, you can throw a bomb before he knocks you down again.
The game is hard, but it's mostly hard in that it doesn't lead you by the hand to a winning strategy, and it actually requires some time investment to be able to play it well. (some of which is just because the controls are unrefined)
There's a resource strategy, inasmuch as you can only have 9 bombs and max life:
1) Don't use any guts/brains/hearts until after the treasure chest
2) Use all of your bombs until after the zamboni minigame, then just make sure you have about 4 left after fighting the stage 4 bosses
3) Never be horizontally adjacent to a boss when they get up
4) Lure Wadolf's zombies to one side of the map. If he comes with, throw a bomb so that he runs into it as he catches up with his zombies. If he stays put, run around the zombies and go wail on him. If you get caught in the laser, you can throw a bomb before he knocks you down again.
The thing about TD is that it can't be just about maximizing DPS through resource control. Combinations of towers have to produce results that are greater than the sum of their parts, and enemy resistances/characteristics have to drive strategy as well.
I love how the goal is strictly mining instead of defeating the enemies. Just a suggestion, but that could be worked into the storyline/gameplay a little more, with, say, some resource carrier that has to make it through a stargate once you have all the resources you came for.
Or not. The game is awesome :)