Tribes fighting with each other because they can't agree on what constitutes the One True Ground Height? Wow... this game is such an accurate simulation of religious wars!
@dthwsh1899: that would be because they're *fun*. The design is simple and funny, the game is kinda creative, it doesn't even *pretend* to be serious in any way, and basically give people a good laugh.
So, yeah, even though they are often imbalanced, even when they have crappy controls, even when the upgrades and their price make no sense, and even when winning or losing seems pretty random, people still have a good time playing them, so they get good ratings and become popular quick. And they totally deserve it ;)
Healing trucks heal weakest truck, but since they have incredibly low self-esteem that means they'll just keep healing themselves => you'll need to put them in front so both the damage AND the healing go to the same place
Without a radar or any other form of medium to long range visibility, it's all guessing where to jump and where to dive, making it very frustrating at times. Frankly, this ruined the game for me :-/
Am I the only one finding the Perception view utterly useless? Even with the P skill completely maxed out it won't show half the information I need (where are the damn cars??), the overlay with the main screen is confusing and, if anything, it reduces visibility... I ended up turning it off, but I can't help wondering if maybe it's me not using it properly..?
Channeling power from plant to plant make the game far too easy (got all achievements in less than 1h without a sweat, hard badge isn't hard at all).
Other than that, it is very fun, nicely themed and globally very well executed. Also, like others said, being able to issue orders while paused make the game more enjoyable (feels less like a clicking contest). On the other hand, the space bar would have been more suited for pausing the game than placing a new tower IMO.
Overall, it kinda renews the genre and is very enjoyable. 4/5
Guys, the whole point of the upgrade system is precisely that you *can't* grind your way out of any situation. You have to choose your upgrades wisely and make sure you actually use them so they can repay for themselves. The game is really challenging, but far from being too hard. Overall, very creative and interesting, as Nerdhook games usually are. 5/5
It's frustrating how even though there are lots of good ideas in this game, it becomes very annoying to play because of poor controls and design decisions. Controlling the catapult is a pain (up/down instead of left/right, cannot adjust aim while reloading, limited range makes it useless as soon as the wall is broken...), units management makes little sense (if any), the Tank and Lumineux are close to useless (I'd even argue they are broken from a pure design perspective) and I keep bumping into very minor annoyances like missing the menu "back" buton having an unusual icon and being displayed at an unusual location so I keep accidentally closing windows and then having to re-open the menu again. All in all, it wouldn't take much to make the game a lot more enjoyable. Rating 3/5 because it still stands out in front of many other defense games, but it would take a lot of (sometimes minor) modifications to turn it into a really good game.