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need a few more turret types, and maybie something else to break up the monotony, but otherwise a good TD game, and definatly worth playing a few times through when your bored. 3.5/5
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great game I like the update :) looks like your on the way to a great TD game, need to fix the upgrading towers though all it seam to do is give the towers a big range, I like the skills part, and would be nice to see if you can max out the upgrade for a tower so it has a special power. Other than that your doing a great job :) can't wait to see the next version
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Lame score counting system - selling all cept 1 towers before killing last creep increases final score = lame.
Boosting towers dont give any benefits to tower further than 1 square away, even if range upgrade is maxed out.
By area 5, I had more remaining cash than the round score itself.
No total score/leveling/resetting - at least do it like its in gemcraft/baloon invasion.
Developer cant even generate an upgrade table which would actually give bonuses - if upgrade costs 50% of tower value, then the average stat gains should be higher than that, around 55%, otherwise mass-towers >> few upgraded.
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the upgrade costs are too high. a rifleman that costs 320 to upgrade is not 3 times better than a new one. The only reason to upgrade would be if one ran out of room and if I ran out of room, even with riflemen i can beat any level.
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i really liked the idea of cash acumulatng stage to stage
and gogo809 you earn 1 skill pt evry new stage getting 0 or 1kk score
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okok Where the hell is the "restart", pause or the end button????
it's really irritating to not have those buttons you know
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Continued...
3. What earns you skill points, total score?
4. I also like the idea of resistance. (The tank idea suggested by someone else.) It could also be the "hook" of the game.
4A. If you plan on doing this, I would spend some time planning it out and do it "right". It may become the most important piece.
5. Should the money carry over from stage to stage? That could be interresting. :) it would tie the areas together and forcing conservation of cash.
Great work man, you are almost there!! See ya at the next beta!
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You have done a GREAT job incorporating the comments from your first beta into a more solid/standout game. New suggestions:
1. Set lower limits on how far a tower can upgrade (Maybe 2 times initial price?).
1A. This does two things. Number one, it forces users to do more tower juggling. 1B. Two, it makes things more interresting.
2. Make sure a single upgraded tower is better to have than 2 unupgraded towers.
2A. Meaning, it shouldn't be better to just build a crapton of level 1 towers cost-wise.)
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If you upgrade beyond ten points in any skill it applies. Try just upgrading mercenary every time and pretty soon you get gobs of money every kill.
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Decent game so far although it is too easy. All levels can be completed without damage with a maximum of 3 machine gun towers with only 2 upgrades on each. It would be nice to have a "fast forward" button. I am sure that difficulty levels are forthcoming and if not they should be. I noticed that when you upgrade a radar tower, only its range is increased and not the towers it influences. I don't know if this is a bug or not. If it is not, then I think that should be disclosed in its description. Also, when you upgrade your skills beyond 10 points are they really being upgraded or is it just taking your available points? I appreciate the progress this game has made so far and I look forward to the finished product.
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if you max out your skills after you beat it. you end up using your points anyway. i beat it so it doesn't matter. I got the Snipers to not let the little guys get past the first step. kill the snipers power. long range is good enough to have that much damage. that just means more snipers hitting the same spot at the same time. BOOSSSSHHHHH
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I've played far too many superior tower defense games to thing this even remotely resembles something good.... though the animation & graphics are nice.. it is lacking in every other respect... 2 stars..
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After you have balanced the damage and upgrades ( I wont go into it, its a dead horse) Try adding a way to see how much better the upgrades add to the towers, be a percentage or even a few dash marks on the bar you already have. And the same old gripes about not enough settings buttons. We flash gamers are spoiled these days :P add a graphics button ( low medium high, I know; you know) good game tough.
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Unlike most, I didnt use Machine Guns, I chose Electro Towers instead, and was unstoppable. I feel that there is not enough variation in the enemies, once I had my defense line set up, I didnt care about what the colours were. Upgrades were useless, there was no point in them, they didnt change anything enough to make me want to get them.
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much better than the first beta but...too easy
Slap on 1 machine gun at the entrance of the creeps and just shoot and upgrade as needed till you got enough for 2 machine guns and then just upgrade as needed for the earlier stages
then later one get 2 machine guns, upgrade a few times, and buy the ice tower and then upgrade a few times, and wait till cash gets 700 again buy second ice tower, and upgrade a few times, and then all you do is hit auto wave and go do something else and when you're back, stage cleared
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Would be nice also to see:
Buttons in game to go to main menu, restart, and possibly pause the game. Although waiting in between a wave and such, emergences can happen and is nice to press "P" and guarantee safety.
A more solid experience/skill point system. Replaying levels to gain more skills makes things too easy. And it felt like I got skillpoints randomly.
Every game needs achievements. Ohoho. Why not make several badges/personal goals that can give you a relevant army rank? Say, 3 unlocked achievements gives you Sgt. Status, 5 makes you a Lieutenant, and so forth, and give some nice perks to the higher commands, like air strikes, support fire, and things that keep the game interesting and worth playing more then 3 waves.
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It's probably been said a thousand times, but 10 skill points into reload time, and multiple machine guns is game-breaking. Currently the game plays more along the lines of 'try to earn as much cash as possible' rather then actually surviving. Try to balance out the turrets. Or make multiple enemy types that can be immune to certain shots. Say, make a tank. It can be immune to traditional weapons like machine guns and such, and must be defeated by heat ray or ice tower.
It's definitely a work in progress but has potential to be a stand-out defender.
Here's another suggestion: Aside from towers, make actual combat units, like walls on the road, or armed forces to stand in the road, to impede enemy movement. It's nice to have a chance to slow them down with ice tower, or make them insanely fast with fire, but it would be nice to add an element of actual road-block.
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is it possible to have the rockets have splash or target another enemy when its current target dies? its kinda annoying when the rocket takes forever to charge up, fires, then blows up halfway.
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A good start... but some major balance issues. I only beat the first 5 levels as the game is easy to the point where it grew boring to me. Machine Guns are WAY overpowered. I suggest maybe raising their price to 350 or 400 and decreasing their attack by 20% or so. The sniper tower seems underpowered, even with all of its range it does little damage for its price. The more expensive towers seems underpowered for their cost.
Also, it would be nice if the enemies were more varied.
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So far i have found that there are very few situations that can not be fixed with the carefull aplication of machine guns! :D fun game 5/5