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One thing I noticed that I really didn't like was that if you forgot to put three gems down, that they didn't roll over to the next wave :/ Sometimes people forget to place then, please rework it so they roll over.
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It's a fun game to puzzle out the paths, but with 140% bonus damage lvl 8 on each type, the flying enemies just waltz right through even on easy. If I can't make it to level 30 on easy, what is the point of going to hard? What does hard do, besides make more gold per kill?
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I like the idea of moving towers and combining games, but sadly this game is all about farming gold to get more and more upgrades.
Also gold earned from enemies killed should grow faster with higher waves, because actually gold from wave 15 is not much higher then from wave 1, so it's much more effective to suicie games then to build complex trap with upgraded towers to rich higher waves.
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I'd like to be able to save tower locations. Also, if you could make a quality button-- the game runs super slow for me.
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It's about time someone made a flash version of Gem TD, since i had missed it, and i think it's a good try. What i hated was the fact that every time i wanted to relocate a tower to a stone, and the stone to the tower, i couldn't swap them. I had to drag one outside the maze first. Make the swap action possible and it's awesome. The only thing it will be missing if you ask me are the damage tests (a single enemy testing the damage of your entire maze without counting the air which if you manage to kill gives much gold).
Also needs a specific amount of waves for normal modes and an endless mode for those who want that.
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This game is an identical copy of www.gemtowerdefense.com. The towers are the same and do the same things, the whole concept is the same. Lame.
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Also, I got past level 100, and I could probably go just about forever. Screen cap of my uber-1337 maze here: http://img801.imageshack.us/img801/2797/gt0s.jpg -- Tips: use the deadly cold towers liberally; make a maze with checkpoints 1,3,5 and end at one end of the maze and 2,4,6 at the other end for maximum hiking; use bank of vampires to gain 10 lives each wave; use air killers pretty soon to stop air. I didn't need ground killers at all due to maze awesomeness. :)
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Fun! Very similar to Gemcraft, but with an open field of basically limitless possibilities.
Things I'd like to see:
* Wave enemy counter, so I can tell at a glance how many are still alive. (Sometimes they stack on top of each other on the screen, making it impossible to know for sure just from looking.)
* Save game feature, at least between rounds.
* Slightly larger screen area so the edges are fully visible.
* Wave number indicator so I always know which wave I'm on. (The next wave button on the screen does tell me when I hover over it, but that's not there during attacks.)
* Indicators on each enemy of key attributes, like whether or not it has been teleported/necro'd/extra-life-stolen yet.
* On-screen indicator of how long any triggered boost has left to run.
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one thing i want to make sure, upgrades are for pure towers only, or they affect combined elements to? if i have +60% to ruby element, what bonus have a fire punisher tower?
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I have a lot of TD experience, and this game pushes all the right buttons, but is ultimately frustrating. I think it'd be easier to plan ahead if you somehow made each leg of the creep's projected path a different color. Also, a grid overlay would be nice. And you don't need to hear another complaint about the flyers, and having to readjust your whole layout each time. Finally, making the special towers, it's not always clear which existing towers will be consumed. You have a solid concept here, that's worth perfection (imo). Even with all these probs, I still find myself coming back to play!
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Why does the upgrade window follow my mouse so that I need to put it all the way in the corner of the screen to click "upgrade"? Please fix this.
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I love the variable maps, and the general ease-of-use/simplicity of the game. I don't need fancy graphics as long as the gameplay is good. However, there are some pretty big issues in this game, and a lot of them have been mentioned previously. I really think a lot of balance could be achieved by selling towers (for a currency aside from the type used for permanent upgrades) that increase in price with each purchase. That way I'm not getting 2 diamond towers in 20 rounds, but I'm not loaded up with top tier towers at round 5, either. Fix the issue with fliers- either make them easier to kill (so I don't have to rearrange my maze every single time they pop up) and take fewer lives from the end tower or just make them fly through the maze, and maybe make it so they are hit by fewer towers. Just a few thoughts. Without a fix for fliers and tower starvation, I cannot rate this game above 3/5.
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awesome awesome awesome game, i like that its simple and doesn't have a lot of instructions, thats important with these kinds of games, once they have too many features its to complicated for the playing style. it could use better graphics and more upgrades along with some work on the towers so we can pick first or last kinda thing, but a second on is much anticipated
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I've tried really hard to like this game but the random aspect makes it virtually impossible to consistently succeed. In fact, I've reset the data three times thinking that I've upgraded poorly but it's not that...it's just too much of a grind to have even moderate success. You've taken a 5/5 game and turned it into a 1/5 because its far too difficult.
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Towers need to be a lot more intelligent, or at least give us options, like in the bloons td games. I can't count the number of times when an enemy was teleported to the beginning, and all of my towers decided to stop firing at the enemies close to goal, favoring the one that wasn't actually a threat.
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An stupid idea, we should be able to make advanced towers with lower-leveled gems, then stacking some to refine it's quality
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Not much use for mazing if you're not giving us any poison towers...
That's a simplification, of course, but the tower variety, even with the fusion system, is a bit sparse.
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Fliers scale like walking enemies but there's absolutely no way to path them. And moving every single tower to try and max out damage to them and back again for the walkers is tedious.
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As other players said, there are some ameliorations to bring, but it's a good start. The most annoying thing may be the rocks.. boring to move them again and again, and not beeing able to do else than blocking path with them :$
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Hey, you have a nice game =D but I think you over copied the Gem TD... And If you didn't you should take a look at it, looks exactly the same game.... ever the checkpoints and stuff... well, anyway, putting it apart you really should get proud, the game is great and the art looks very good as well :)
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Allow us to upgrade perfect Gems with 2 or more and specials with 2 or more. The percent effects on specials can increase also. A swapping location would be good also for customizing mazes and a way to skip the monster path if we don't like it. A nice variation on Gem TD, thank you!
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You can remove rocks by clicking on them. The menu pops up like it does with tower upgrades, but there is only one option- it says "remove" on it.
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For those having trouble getting far - You want to make a maze that basically has two sides. One side would contain the odd checkpoints, the other would contain even checkpoints. This will make the creeps go in between your turrets multiples times. Place some Deadly cold in the maze for more dps :D
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Great game, but what are you supposed to do when you have no more room to build? There is no way to remove rocks altogether???