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this is the second time that as soon as i get to the last boss of level 11 in hard mode i lose, even if there are no other enemies left, what am i supposed to do?
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OK, I hate to say it, but I think we've seen all that the Tower Defense genre has to offer now. I haven't seen anything new in several months. It's the same game repackaged over and over.
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my only complaint is the difficulty modes. Should we, actually, NEED to play all three difficulties ust to unlock the stars? It would be more convenient if we could just choose between easy-hard and not unlocking them one by one.
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After looking at the Enemypedia, I noticed that many enemies have immunities, but no weaknesses, which makes no sense thematically.
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Game suffers from the same problem a lot of recent TD games have had, little to no strategy involved due to set places for towers. The fact that some towers are so much better than others just exacerbates the problem.
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Beat the game. To start, just put points in air and ground towers. They're much more cost-effecient than other trees. Once they're maxed, max Water magic, Earth magic, the Wizard, and Air magic in that order. You want your last 2 towers to be Reflectors, almost everything else Stone Charmers. Max Make sure to repeat levels for stars.
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I like to consider myself a seasoned TD player, and yet for the life of me I can't even clear level 6 on easy. If everyone complains about the difficulty, then darn it, make easy actually easy. Also, the star system is wrong. You're a wizard trying to save an island, and yet if i let 19 heart's worth of enemies through on every level, I get a perfect score. Might want to rethink your game's logic.
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Runs VERY slowly on my comp, even with graphics set to medium and the speed-up option set. And yes, don't make me do each map 3 times; if I beat a map on hard, I should get the other awards for that map too.
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These games are becoming repetitive and there is nothing different about this one, didn't see anything wrong with the game, but I think everyone is going to find problems in it when they've played the same thing over and over.
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Great game but if you're going to make us play the same map 3x then have a speed-up option going from 2x to 8x. This would be a good idea to have anyways. Also, each difficulty could have different enemies to make it a little more interesting.
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I was having lots of fun with this game...Till I got to level 8 with 41 or so stars for the life of me I cant figure out what combination of skills to use to beat it can anyone advise? Love the game though!!!!
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I would like a 3x speed button. I consider this game easy and tedious. Ordinary strategy works well, more uppgraded towers works better than many not upgraded. A few air towers will push back the enemy enough for one earth tower to annihilate the enemy. The last boss is in my opinion the easiest, air towers will keep him in place not being able to move.
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After restarting my browser I had to realize the game didn't save my process :-( I was about to give you 4 stars, but this was a no-go...
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I would love to see hotkeys for spells etc. would make the game easier (especially for laptop users without mice :) )
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Having upgrades such as improved mana/spell regen, improved gold recovery, etc would improve the balance. There is no reason why in level 7, enemies still only give 4 gold when it's going to cost 500 to upgrade a tower. This would go a long way to fixing the balance issues. The difficulty ramps up inherently due to design, which makes adjustable difficulty levels unnecessary.
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One suggestion more: give stars opposite way, 3 for easy and 1 for hard. That way most can skip the pain doing same level 3x.
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It just occurred to me,that the map and the story contradict each other,the story is that the "dark lord" is attacking the island and The monk,I,We(the players) are defending it,If that's true then why do we progress deeper into the island after every victory,aren't we trying to keep him("dark lord") out of the island.Only explanation I could think of was 1.We are playing the "dark lord" character and fighting the monk(which makes no sense cause we are upgrading towers and making monk stronger). 2.We are playing from The Monks point of view and he is attacking dark lord and with every victory we get closer to his castle(which makes no sense cause the story says that we already rule that island and dark lord is the invader) 3.Victory=Lost
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Kids these days are too demanding....
Game is fine , the only problem is the balance , this game deserve a solid 4/5.
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Very underrated! The first few levels are a bit repetitive, but later lever present a serious challenge, especially lvl 12 which took me 10+ tries. 5/5!
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Ok, so... ninjas. Towers keep tracking them, even when they can't fire at them. As such, you end up with lots of towers just doing nothing while there are plenty of valid targets to shoot at. Beyond that, way too much engrish and all of the other problems mentioned already? Meh. Just meh.
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What is everyone on about? The level 7 boss was easy, and I completed both level 7 and 8 on the first try with no leaks. Used air and earth towers. Or has the game been patched maybe?
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Finish lv7 at first try.Simple walkthrough:Earth tower can kill every thing excpet barbarian and golem,air tower can kill the rest and three max reflector can kill any boss because boss wont move.So use earth and air tower only,upgrade earth air monk and magic,get a max watchtower asap(excepet lv15),then do whatever you like.
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After stage 7
if play game without cheat , it impossible kill the boss
or finish the game with 20 live.
stage 8 with cheat
Use $10000 to build but just got $6000 back .
That mean no one can finish stage 8 easy and no one go to 9.
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The graphics are nice, the sounds are all right, but that's about it. Everything else needs more work.
1) The towers are morons. If i can't set the Earth tower to shoot the last or strongest, then splash has absulutely no point. It shoots the first enemy always, ffs! Either change the AI of towers or add a dial to change behaviour in game.
2) Add hotkeys. I'm serious.
3) If a monster has bonuses, it would be nice if it could have minuses. Like, the fast guys could be made of Fire element so the Water towers hurt them more. And stuff like that.
4) The achievments do nothing. I don't get stars or XP when i gain them. So what's the point of them?
5) Money. Gawd, how this game needs a skill that let's you get more money. I felt poor most of the game.
6) The "play a map at least 3 times to get all stars" system is horrible. Get rid of it, think of a different way to get stars. Say, if i finish a level at Hard, i get all the awards for Normal and Easy.
7) Stop reading, get to work.
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If four full upgraded towers can't defeat a boss, plus my wizard, fully upgraded as well, then that's a balance issue.
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Tower Defense games all follow pretty much the same kind of format, so it's no surprise if the mechanics of them seem similar to others. Nevertheless, I thought the graphics and music in this game seemed a little derivative of Kingdom Rush. That said, it's still a decent game, and worthy of gameplay. 3/5
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Tip: play a level all 3 times immediately, as the difficulty ramps up in later levels. Big issue is that the game is unbalanced: there are two VERY good specializations (right side air, which owns bosses, and right side earth, which kills everything else) and you can pretty much beat the game by just building those two towers.
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Nice game, but here are the cons in my opinion: 1) Can't tell the difference between easy and hard. 2) It's a pain to HAVE to play every single level a minimum of three times. 3) Lacking generic upgrades like "killed enemies give more gold". 4) Gold should slowly rise over time during play, and sending waves in advance should grant more gold. 5) Upgrades for towers and monk are all the same, just in different order; they'd better have different purposes while generic upgrades would affect the cost, range, rof and damage of all towers.
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Why would you give something that can turn invisible high HP? Also, why would a ninja have high HP? They're supposed to be lightweight with very little to no armor. They should take high damage while not invisible.