@Ameliaa Now that i got to enjoy the new shards cost of the skills it balances the nerf somwehat, true. So the way i see it, lack of warning is more of a problem than the changes themselves. Players build some kind of strategy and then suddenly it doesn't work anymore so they feel cheated. So i'm guessing the negative feedback will taper off as soon as people get used to the new rules and devise new strategies.
@Ameliaa
Problem is, to benefit from this huge gain you're describing we'd first have to get this far into the game. Which just got significantly harder duu to the nerf part of the "boost"
Also, you should add in "how to" that the game understands last number of one row to be adjacent to the first number of next row. Same thing works with first and last numbers of the whole sequence
Wow, you answer comments. Thank you! Anyway, all I'm saying here is just IMO. It's up to you to decide whether it's relevant.
I saw the ammo notification and pause. I still dislike these elements. I find TD game that is unplayable without going into pause mode strange. For me, TDs are about strategy, tower development paths and tower combinations, deciding where to place those. So i think the ammo and energy watch could be implemented differently. Maybe the towers should have more ammo to start with, maybe this should be an upgradeable characteristic. Same thing with the energy. I just lost a couple of hours gameplay because i forgot to look out for energy levels. This is frustrating. So this either needs a savegame option or a way earlier start on the abilities points so that restart is not just about losing a ton of grind (btw, you forgot to translate habilidades into English).
Another small thing: to open the towers menu i have to double click on the tower. Why not single click?
Yes, it is your opinion indeed, but it is important for me.
I think I made a big mistake with this game: not to do a dynamic tutorial which explains its working and goals. So I hope to sort it out in the first update.
Also I think it is true that a simple mistake is able to ruin hours playing and it is frustrating. I will think about a way of solving it.
Anyway, the game is recorded automatically every time you level up, even if it is repeated, and every few minutes if you are stopped without playing, to record the money earned by factories.
And thanks for “habilidades”, I didn’t notice it xD it is corrected for the first update.
..... Edit: I forgot to comment that the menu of the buildings is opened with double click because you select them with one. Once you have selected the building, you can press the proper keys on the keyboard to repair, fill ammo and so on. Like that is quicker.
The idea with watching energy levels without being able to rely on the game not letting you buy any more towers or upgrades if you have not enough is also a nice old-scool element. But methinks you should look at the game balance a bit closed. Right now it's a bit too grindy. Not a good combination with the fact that there are ways to lose all progress in a couple of seconds by buying one upgrade too many or not refilling ammo in time.
Thanks for the comment.
I think I didn’t explain myself properly. If you haven’t noticed a tower doesn’t have ammo, an icon appears in top right corner of the screen and if you click there, it leads you to the first tower which doesn’t have ammo. It’s a short way to check your towers. It doesnt happen with the life of the towers, I think I will change it in a future version.
Last, you can pause the game and continue doing things like reload or heal your towers. You can press 'space bar' to pause or resume the game easily. When the game is paused, your towers and the enemies don’t move or attack, but you can see all the situation and as I said, you can reload, level up, sell, heal or build. It's a benefit to the player because I know the game can be hard.
Thanks again for the comment, it’s important for me to know the faults made. I will take in consideration.
Changing wave levels manually - i dunno whether it's a bug or a feature but i like the idea. Though maybe a different realisation, something like a button to switch grind mode on/off.
I like idea with manual ammo refill but this desperately needs an option to see the whole map at once. i dunno about other td players but i hate having to scroll the map every time a cannon ran out of ammo. which is all the time if you have several.
I like the 'goog qulaity" graphics but dislike having the character move when i click on it and the screen shake when a critical hit comes up. So i'd lihe to be able to switch off those characteristics separately without having to get the pixelly graphics too.
Eh.... this one needs not so much improvements as it needs to not be published yet. Dear developer, please play at least one TD game with a high rating. You can do that right here at kong. You'll see a good dozen basic things that your game is missing. I'm not talking about stuff like gameplay balance, I'm talking about restart and pause buttons etc.
Great concept. Not a Kingdom rush clone at all. Still, i rated 3/5 because it still needs some work. Needs speedup button, better gameplay balance, bugs cleanup.
All the changes can be seen in the release notes on the official game site as well as here on kong.