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I really liked cursed dungeon, though it was a little simple. I thought it had great potential and was looking forward to a worthy sequel. Instead you decided to make a cheap "remix" of that game's graphics and some of its mechanics while taking out anything that made playing cursed dungeon interesting or challenging. 1/5
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This game has less interaction than Pingy the Ping Idle RPG. Then again, at least that game doesn't lie and let you think you'll be playing.
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I think what Awoke was trying to do is make a game with less gameplay for those users who don't like how the "so-called complicated" Cursed Dungeon was or something, but I'm sorry, this is pretty scrappy.
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wow no effort has gone into this at all, its a complete ripoff of an allready existing game for a start, the only things different is the graphics.
1/5 complete letdown i have no idea what this is doing in the weeks top games
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this was probably an extremely rough copy of cursed dungeon before it was finished, the developer probably just uploaded it thinking he had a shot to win best weekly game award
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While I agree with others that this is a simpler version of CD, I find it amusing and not without merit. If you want a complicated game, play a complicated game, but do not belittle a simple game - to each his own.
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No real game here, but, once again, oddly compelling. I wish the developer would put together something more substantial. (Even more than Cursed Dungeon.) I love infinite RPG hack fests :)
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Why bother having an armor stat when all but the weakest of the weak monsters have more than enough armor pen to counter it?
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You say, in a tower defense game, do you need to do stuff? No, and I actually prefer TD games where the action is minimal at most. But, there's still strategy in a TD game. Here, it's fairly clear that equal stats provides apx optimal dps. So how does one make this a TD-like game? Show us the next 10 waves. Change the perks from a direct stat bonus, to things that towers in a defense game actually do- freeze, stun, poison, absorb, different elements- and make each enemy type have a clear preference to certain things. Naturally, this sort of stuff favors a fast character, so you then get to change the math so that strength setups deal more damage over time than fast setups. And then- do you ever really just use 1 tower in a TD? How about 3 characters, and for every battle you choose the order they fight. There's potential for what amounts to a strategic semi-idle game- you just need to actually add the strategy to it.