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Lost like 50% of my gems when I reset. I noticed I had more gems out of "nowhere" so I reset to see my new total gem count and it turns out it some how less.
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Is there a way to "transmit" your save files to the steam version?
it would be sad to loose all my progress, especially if i have to pay for it xD
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so something weird happened. After the latest update i started the game and I saw that I had 145 gems available. I then went in the upgrade panel, hit reset and the gems got down to 113. Is there a cost or something for resetting or was it some kind of a bug?
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So the idea with the new update is to make the free version impossible to force people to buy it on steam, huh? Wow, another dev sells their soul for a buck. I would have paid for the game before this update, but I don't respond well to extortion.
I'm sorry that you feel that way, but we're not trying to extort anyone into buying our game. Try reinstalling the unity web player plug-in or try it in another web browser.
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Too bad every developer releases on steam, which crashes my computer to the blue screen of death 100% of the time. I wish I could play, any chance I could buy it on kong with kreds?
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The new Update witch focusing on trap Tiers with gem levels seems to be a fairly big nerf, now i need to spend 105 out of my total 251 gems to unlock tier 4 on the bolt trap, leaving me with not enough recources to unlock all the other trap Tiers.
This forces me to carefully think about which trap to use & upgrade each stage, then to return to the loadout screen, reset gem levels, start the level again and hope it works as i imagined, if not i have to do it all over again.
This is an unnecessary and annoying waste of time.
Congratulations for making it on Steam though, this is, after all, still an awesome game :)
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Make some sort of trapdoors that can be placed on holes that will open and enemies will fall into (sorry for my english im from Poland)
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Really fun game. Push traps are hilarious, and killing big minions while swapping little ones to the top lane on Haphazard was hilarious. Temple was a pain until I figured out how to set up the kill zone. Still, 5/5.
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I'm really enjoying this. After beating all the available maps at the highest possible rating, 3 gems and gold base, I'm eager for more levels.
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I am pretty sure, re-playing a level and gaining a new higher experience doesn't actually give any more experience ... I think this is an oversight?
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Still needs work. The upgrades are still a bit lame at 2-3% each and with a dramatically increasing cost to each rank.
Towers are difficult to place effectively at times and tings like destroying barricades that are expensive to build really hinder the whole experience. It doesn't allow for much strategic planning.
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I wish you could queue or somehow press the "next level" in advance, as I'm feeling rather dumb for keeping that close attention to when I'll be allowed to click for maximum gold.
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Perhaps maybe narration? If a little story was added to the game, I'm sure it would boost the popularity. It wouldn't have to be a long thought out and involved list, but maybe something along the lines of, "Ah yes, the war on Dungeons. The Humans of {realm name here} have waged war against the { ? } for such a long time, trying to destroy their portals. But as they try to invade, they encounter numerous traps." I dunno, just something to get us going and not sending us straight to 'here's a dungeon, here's some baddies, kill them with this, see? Don't let them touch this. k thx'
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I agree with Trilobyte. I feel like the pushers should be able to crush enemies against the wall if it's one tile away. Or at the least, do damage. It's a logical thing, in my opinion. I love how you guys pay attention to players and work on the game constantly. Also, I was surprised when I saw that the demon trap can't be upgraded... I was hoping for the chance to increase demon number, spawn time, or demon strength. One of the three would be beneficial, but a combination would be over powered.
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It would be really cool if the final upgrade of the pusher would crush enemies if they're against a wall when it triggers. Also, the game is constantly improving, very nice.
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A fine tower defense game, though I personally don't like the way each map increases difficulty, because it places the player at a difficult position (e.g. multiple spawn points or multiple lives points). I think it forces the player to replay the map a few times just to see how many creeps spawn, from which point and where-when he needs to actually act. The bonuses (with gems) seem plain, so no strategy induced. Nevertheless a fine game, even in Alpha stage.
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Amazing game. Absolutely in love with it. I can't wait for further development and badges! For a game in Alpha, you guys really did an amazing job thus far.
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i think the game would benefit from showing you the enemy path before you place a barricade, awesome game otherwise though
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As for balance, I noticed that the bomb trap is severely weak for being added at that late point of the game. Consider either turning its damage up, or for allowing more than one single-use trap slot (added by exp) or maybe the ability for the player to upgrade the single use traps.
I really like this game, btw. Good job, keep it up!
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Great game in overall. What I would add is possibility of calling waves earlier by clicking bricks at the left side of screen, it would fasten the game at those moments we feel comfortable enough.
Thanks. You can call waves early by clicking the wave stone ONLY when it starts blinking (it starts blinking when all of the units in the current wave have been spawned).
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One minor glitch that I've been encountering enemies attack door once and then just stand there most of the time preventing others from attacking door, but it has been great fun watching them shove each other to their dooms.
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Oops, I got the level names mixed up. I was referring to Crumble Zone. For Haphazard use plenty of spike traps. Also, on the lower path set up choke points by using double demon portals with as many bolt traps aiming at where the enemies bunch up.
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For people having problems with Haphazard... try blocking off the top-center path around round 2 or 3 (you can do this with a single barricade). This will make the enemies from both spawns to use the lower path. THEN, line the wall of the lower path with 4 push traps and place slime and spike traps on the floor. You'll need a dart trap near each exit to kill any strays, but just keep on upgrading your push, slime and spike traps and you won't have any problems! I did it this way with all the hardest settings and they never got near the exits.
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A well-made dungeon defense game with an awesome developer. I really liked the minecart level. My single complaint: Show us how placing the wall will update enemy pathing.
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Tunnel is still the most difficult level for me. I have completed all the other levels with the three difficulty modifiers without much trouble but Tunnel continues to frustrate me with its endless waves of fast enemies. Don't get me wrong it's fine but perhaps comes too early in the game.
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Wow. Great game with tons of potential. Please keep working on it and polishing it. One thing that would be good would be either a full screen or zoom to view the map. Upgrades need some sort of balance as stated elsewhere by many. Seriously though, this can be a fantastic game. 5/5
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I assume it's been thought of, but an Endurance mode with near unlimited waves would be a nice way to earn extra xp, as well as using the maps to their full potential. And to stave off early exploitation of this mode it could be unlocked when a certain level is reached or when a certain amount of XP has been gained from a map.
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developer, you have to find out something as every long stages can be completed using only bolt and spike traps. the short ones need demon and slime traps too. level difficulty does not matter. how about the other traps? what about the challenge? way too easy.