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games fun, but half of the time clicks aren't counting and its a bit difficult seeing spaces on the ground behind other units
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How is it that devs make these games while omitting some of the most basic controls? Do they even play games like the ones they make? No speed up button as others have mentioned and just noticed there's no restart button either. Please. If you're going to make a game at least understand the core functionality that has become standard in the genre you're making one in.
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The game is good but it suffers from severe randomly determined difficulty (try to run the game without reloading everytime you scavenge 0, for instance). It also suffers from the lack of clear roles and real diversity within the defenders. Blacksmith, for example, were designed with tanking in mind but its ability is completely out of place (it could be clustering enemies in an area to the middle of it, for instance, allowing him to both "taunt" (for him or a wall) and setup for Javalineer for great strategies), as a result Blacksmith is an inferior tank to the farmer, who can tank just enough, is cheaper and support team with apples and walls, outclassing the engineer as well (who could have a mortar for AoE attack in a shorter range Archer style attack fram to further differentiate itself from others, even if it was on a single tile, since you can wall-up for clusters - and again strategy).
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It's really bullshit that if one level 1 grunt with 1 hitpoint gets into town you get a game over, yet the same applies to the strongest enemies at full health.
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Explain to me again how in a town where a magic cleric is the mayor a kindhearted and nice witch must be burned at the stake.
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"We have to burn the witch!"
Me: "No. Burning people is wrong."
Witch: *teleports away* "We must exact vengeance even though the king wanted to spare my life!"
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i have to go 2 of 5 based on horrid clerics and the fact that almost every enemy has better range then you most of the game
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Well, the good thing about losing a lot in a row is that you get to keep the coins and gems you collect. Other than that I think the comments are already made. Hope to see an improved version soon.
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Dont invest in clerics. as they are now, they are farmers without the ability to generate apples and a passive which doesnt work, not to mention being more expensive
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Very unoptimized, even if showing potential. I'll wait till it gets worked on. The way it is now, is as frustrating as fun.
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Pressed fast forward on the cutscene intro: game "loaded" for five minutes before I refreshed the page. Pressed it again just to check - same.
Also, the sound options don't stick, but that's not my problem since I won't try again.
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if you dont like your digging results, quit to main screen and load your savegame, press fast forward through discussion and redig the level. doing this till you have a good result makes the game easier
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Just wanted to make sure that the choices I had made the first time didn't mess me up. With very different choices after understanding the game a bit more level 11 still over comes me.
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Really really wish there were an undo button for gems and coins, especially when you lose half your classes. The option to re-pick abilities before battle if you lose makes the player feel better rather than having to restart at a lower difficulty due to bad choices...
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TOOOOOO SLOOWWW.. wow. and I"m in agreemen, if I'm offered choices then something different should occur rather than the same thing. Kinda cute, art is a bit iffy but works mostly. Unfortunately, it is so freaking slow and I get so little to do between waves that I feel like I"m undead playing it.
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A good concept but (in my opinion) it needs some improvement. You are requested to choose among units but you know nothing about them; when you use abilities you don't know that the ability is selected or not (cursor stays the same) and sometimes it simply does not work; you are forced to use different units types (because the price rises up quickly) limiting your personal strategy; some units are useless (by ex. the pharmacist that was meant to slow down units but that can slow down one unit per level)
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I don't understand how I'm supposed to get better on levels that are impassable. Most tower defense games let you grind on lower levels to level up.
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i dislike having invulnerable ranged enemies that attack off screen, and the digging gems feel hugely wasted when you remove the ability to dig - at least make them refundable if youre taking the ability away.
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I don't know why, but my cleric won't heal anyone. I've got the passive heal to go along with them but they won't ever heal my other units.
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To some people who are wondering about the scroll; If you sell it, you get 1 gem and 1 coin (not 100% sure how many of each thought) and if you keep it, you will just get some kind of badge at the end on the statue. Keeping it doesnt do anything else.
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How come I can dig some days but other days i can't? why did i even bother putting gems into the upgrade if i can't use it half the time? did you forget?
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@Moomcricket, the little small play button attached to the bottom of the ad is the actual play button for the game. I had to think about that too, would be nice if it was separated.
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Options aren't saved automatically when selected in the main menu for some reason. Otherwise a fun game of a good subgenre of defense games. 5/5. Speed button is really needed, but not enough to bring it down to a 4/5.
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Restarted the first part three times to try and make the witch less pissed off at me. I liked the idea of having a choice but the illusion of having one saddens me.