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Trying to get gold and experience in this game is like pulling teeth. Not pleasant at all. Honestly, rated this a 2 for the potential of a decent game held back by it's EA worthy monetization system.
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This game looks cute and charming. It seems like it might be a good game. However, this game is very deceiving. It's not an idle game nor is it a tower defense game. This game is a simulation game.
This is a lootbox simulator game. That's its only purpose. Lootboxes for what towers you get, lootboxes for artifacts, lootboxes for damned near everything. BUY LOOTBOXES TO WIN THE GAME. No TY.
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Isn't that the exact same idle game as your previous one ? With the exact same flaws ? Hence, with the exact same feedback ? You do realize that your last game did well with all that p2w stuff because people were discovering it and were already hooked by the time they realized what they were getting into ? May not be the same here, or I am just too optimist... 1/5, a shame considering those beautiful artworks.
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I've put in more time than most games because it is a really good game... but it really is pay to win and I'm kind of just here now... :(
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Also "This post requires Administrator review before it can be successfully posted. Thank you for your patience and understanding!" in another forum post when they say there's no actual difference between people who pay real money and people who don't and i linked a imgur image to their own shop proving them wrong.
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@joseph_leaf there's already a targeting system, if you click on the monster and then on the upper left of monster pannel (for each monster) you click again and you'll see the detail of that particular monster, you scroll down and you'll see the targeting system for that particular monster.
Otherwise i'm also okay with a pay system at the condition that everything you can get by paying real money is accessible to other player by paying game currency, be it diamond or other.. it's not the case at the moment while there's a tournament system.. so it's pay 2 win atm.
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I think the pay to play is fine. I personally won't use it, but for people that want to support the creator I think it is a great way to do so. Stop whining and grind if you want to make progress (it is an idle game after all). Game needs a targeting system (Strong, first, weak, etc). Other than that cool game.
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So many stuff that are behind paywall that you can't get by playing the game otherwise to count. That's a text book example of a pay to win game.
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why are people so negative its not a bad game!!! It just means a larger grind. Ok i can understand tournaments they are unfair.
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It has good and bad elements. It's a standard TD game with decent progression. The 2x speed thing being locked behind cash or spending a few days gathering gems for free is going to deter a lot of people. Progression is mostly based around luck of the draw which is a huge negative. Two people who start at the same time could be dozens of waves apart just based on who got luckier on monster cards. Gold gain is pretty slow, it's like watching water boil waiting to get enough gold for an upgrade. If you can look past those flaws, it's not too bad of a game.
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Who thinks that all that randomness in a strategic game is a good idea? you get shoehorned into a type because of random artifacts, some towers get useless upgrades (+2% critdamage?! You are aware that you need 500% critchance for that to be equal to the strength upgrade?), others get alchemist and strength and are then your go-to. The tower unlock is random, with the option to even not get a new one to begin with.
It is okay to have things like the relic unlock order or minor boni to be random, but the stuff where you actually should be making decisions should just not be randomly made for you. Artifacts essentially are a game-defining amount of bonus and they are a 1-time thing with no option to redo them.
And the bundle that pretty much lets you skip all the progression is the same price as rimworld+dlc. You mobile dev guys really need to get back to earth.
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all mechanics and gameplay feel like they were made by someone with nothing but "how do I squeeze cash out of this?" in mind. zero fun, skip this
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Only gaining 1 gold per enemy no matter the wave doesn't make any sense, doesn't really feel like i'm progressing just enemies taking longer to kill.
On top of that the pay2win even for tournaments should be removed, the prices on everything is overtuned making this game look like a cash grab, please consider making it more f2p friendly and i might change my rating. 1/5
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Warning to those thinking of playing, completely pay to win. Everything about the game is pay to win, INCLUDING tournaments. There is even a pay to win button inside the multiplayer aspect that gives you double damage and loot, for paying with REAL MONEY ONLY.
Developer, please get with the times. These predatory and greedy iaps' put people off, this is not a mobile game but on kongregate.
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when the 9,999,999 hp enemy comes? Then you have a headache. Idle games are very fun and exciting BEFORE they increase the hp of enemy.
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Kong coin price on things is completely out of whack, 50 kong coins for 100 gems? yeah no, thats just overpriced as all hell.
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I like the way how maps work. Sometimes you only have 7 towers but a very nice layout, sometimes 10 towers but its straightforward. Not really fair and impossible to balance I believe, still I love the amount of randomness in this game. I hope however other random "events" even out over time. One of my best towers has alchemy level 3 (the one that yields more gold) but only 1 strength and 0 attack speed ^^ ...and please add more maps ;-)
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not sure if this is a bug or just poorly thought out, but AOE skills only reward 1exp for all the kills so if an aoe skill kills 9 enemies you still only get 1 exp. seems a bit pointless
No, this is just a display issue. If the splash damage kills 3 enemies at the same time, he will get exp for all 3 kills, but since they were simultaneous, the 3 "+xxx exp" text displays overlap each other, so it looks like only 1 text, even tho there are 3. If that makes sense...
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Not a good tower defense game because you are playing the same map forever. Not a good idle game because upgrades are random and completely imperceptible (or plain useless). Too boring as tower defense but too demanding as idle game. It would be nice if devs try to make the game fun to play before focusing in monetization :)
Thanks for your feedback and for giving the game a try. It is still in its very early stages, so hopefully, over time, its mechanics evolve enough to appeal to more people like you :).
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Tbiz, I used to really like your games. It just seems like you're remaking the same game over and over again. I'd love to see you branch out to a new concept or at least bring back one of your older concepts (your old space game on mobile). And as others said, make the game a little less p2w. I understand you as a developer need to make money, but maybe tone down the benefits of IAP's so we can still give you money and support you, but just for a small bonus, not to win the game.
Thanks for your feedback and for giving another one of my games a try! I admit this game is very similar to my last one, but it is because the last one did really well and I simply wanted to hit a different audience with this one (different theme and artwork), and also improve on some of the old game's mechanic. But don't worry, my next game will be a completely different style :).
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this game screams p2w. with 2x boost and one-time pvp buff locked behind payments(50 kongs ea). idle games have always been p2w if you play it with a competitive mindset. most games try to be discrete about this fact but this game took the opposite approach. /shrug
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It's amazing how you just won't learn from your mistakes. You've already released this exact same game but with slighlty different graphics and people are complaining about the same stuff all over again. This is one of the laziest cash grab attempts I've seen.
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I REALLY like the start of the music! I just don't like the transition into the faster , uplifting part. The transition back into the misterious part is nice.
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I can't tell you how much I hate games with heavily structured, overly detailed tutorials.
Learn your audience: Grandma's not going to be playing this game. You're not breaking a lot of new ground here; trust that we've all played a game before and let us start clicking buttons right away.
I wanted to click the settings button and find out if I could eliminate the music without eliminating the rest of the sounds, but I couldn't-- in the tutorial wave I LITERALLY can't press any button but the one you want me to press, and that only at the right time.
Free your game! Respect your players! I don't know, you might have a good game here, but I'll never find out because your heavy handed tutorial is stupid.
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Not a bad game overall, just needs some fine-tuning. For example the ability to switch places of two towers via click and drag, instead of removing the first one, then the second one. Next some kind of buy all option to level up all towers at the same time. Also when drone swarm is on the drones can confuse towers into attacking them if the furthest in wave is selected so normal monster can pass through and that results in losing, so maybe something can be done about that like focus normal monsters over drones or don't restart until all drones are killed, or keep drones when restarted. Keep up the good work
All very good suggestions! Thanks for your feedback. Will certainly fix that "furthest in maze" drone issue today. The other ones will take a bit longer to implement, but i've added them to my list of things to do :).