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Small "bug", but you cannot upgrade a tower if it is in the top-most row of tiles. The upgrade window bleeds out of the active game window, so you are only able to sell the tower.
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One thing that would make this game less frustrating would be to recognize a click & drag off a trap-button, rather than only a 'mouse-up'. When trying to work fast, I often fail to grab the item I need to handle the situation.
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The game is far to hard for an average player. I know many people do not even bother to comment and just quit mid-early game just because these game fills them with so much rage after retrying the same level over and over. I know I quit way before I got the "meat" of the game do to it being so hard. Make the game easier or make a way to lower the difficulty. (Aka losing on a stage makes you have an advantage and winning the stage makes it harder the next time you play it).
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took me a while to figure out how to add the push traps and the blockade traps. The game is very hard. Has unlimited potential! Awesome concept. Love the flavour here. I can think of a ton of back stories to bring life to this. A magician or dragon protecting his hoard, hires goblins to engineer him new traps. Or enslaves gnomes and dwarves to do his digging. Or trap some monsters in the maze who work for meat, or gold. Some rogues who temporarily disable traps, and some counter anti rogue traps too. As far as the mechanics and numbers go, listening to your fan base will get you that sweet spot of playability... ! I love this game, a lot!
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Noticed today that you get 30 gems per level up now but I was already level 14 before today (16 now) and my total gems is a mere 99. Can you give old players like me some gems to compensate?
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Well this game is too hard to even play, used a tutorial on Tunnel and they still get through after the last wave, reduce the difficulty a bit?
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I've always disliked the tower defense genre because they so often rely on placing towers with a circular area of effect which yields virtually no satisfaction for kills or victories, all you did was tap a couple buttons. With this game I feel like I actually have to build a intricate, effective trap based on the shape of the map, taking tons of things into consideration, such as the location/direction of adjacent traps that amplify another trap's effectiveness, the location of pitfalls, whether I can place a barricade in a desperate situation to reroute enemies, whether both enemy paths cross the trap, whether the combination of traps is effective for both heavily armored and fast enemies, whether a dart/bolt that misses has a chance of striking an enemy across the map, and more. No tower defense game has ever made me think this long and hard. I can firmly declare that it's the first of the genre that I've ever had fun playing.
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I went back and replayed the last two levels after an update to try and get three stars. The game has become exceedingly more difficult. I am still not able to sell or upgrade traps. Every other TD game seems to have this mechanic down. I would just copy that. The thieves need to be nerfed because they are just overwhelming. This game is on the verge of becoming too frustrating to play.
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A suggestion you might find useful for future updates:
Include "Challenge" modes, e.g. the player is only restricted to several traps and/or cash or something. In that vein, maybe a sandbox or unlimited mode would be interesting.
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This is really a fun game with tactical sweet gameplay. Nice pixel graphics and an overall round appearance makes this a very solid game.
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So...exiting "loadout" resets the cooldown on my consumable trap. I am able to litter the entire map before I even start. Might wanna fix that.
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A little remark about something I noticed in the "Haphazard" stage. The push traps I fixed to the wall at the top of the level across the long chasm actually sometimes pushes some mobs ACROSS the chasm, meaning they have direct access to my core... Sucks. I wish units would just fall down from the moment they're "floating" above empty spaces...
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I see a problem with the push trap. some of the time it grabs the entity rather than pushing them, this usually happens if they are any less than 75% in front of the trap, and it instead pulls them towards the trap.
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Finally finished "Heroes Must Die" thanks to this video https://www.youtube.com/watch?v=wkoUA8jiVzY Although that's in an older build so the enemies don't move diagonally and the exploding dudes don't seek out barricades. To make it work place a fully upgraded barricade near the right hand spawn to draw the exploders in, otherwise they end up destroying your important ones and everything goes t*ts up!
Additionally, for the dev: it would be awesome if you could place traps on top of barricades... maybe only if they're fully upgraded.
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great game, too short though lets see some more levels! difficulty is fine i enjoyed the challenge of getting perfect on all levels.
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I really enjoy the demo, Though once you get the demons, It kinda gets easy, Since they stop enemys so long that bolts or pushers can clear groups of 10 at a time
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bunch of people complaining about how the game is too hard. The difficulty is fine, these people just need to learn how to play. I will note, you can lay down blockades on units to destroy them, then sell the blockade and repeat with only a small monetary loss. Its how I beat the last level.. there are so many troops piled up in one spot it made me a lot of money.
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Heroes Must Die (the one where you get the spring trap) is way too hard.
I'm either missing something but there's a jump in the difficulty that I did not see it coming. Tried it for 2 hours now, but nothing, I die on final wave, there are too many thieves and the demons can't stop them.
Is this intended? If yes, please share some tip, thanks. ^_+
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It would be awesome if you could get movable minions and enemy morale/morale sucking towers. If an enemy runs out of morale, they run away, scaring other enemies, and returning after 3 waves with the same hp and half morale
Thanks for the suggestion. We already have a consumable trap called 'Fear Totem' which causes affected enemies run away in fear. It isn't unlocked in the game, though.
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Though there's definitely room to improve, this game is in great shape for an alpha. Even better, the dev actively responds to suggestions and implements them. Well deserved greenlight, 5/5
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There is a big miss with Bestiary/Ennemy Book. This would be particulary usefull for the upgrade. Upgrade I completly missed in the tutorial. Where is the rule book ? -- There is also no big boss. The over all level are fine but where is the feeling when you kill the big boss ? -- Endless mode in the todo list ? --
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With the newest update - "Enemies can now move diagonally" you made this game 100% harder. Congratulations, now I need to spend more hours on each level to even beat it. I am mad, but only a little bit.