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Hey, Beegum - you will find that even with 2x speed, the game slows (and sometimes even crashes) in the "endless" mode, when the entire screen is filled with monsters and defenders. I believe that it is a fundamental design problem that would require a major rewrite to correct. (That ain't gonna happen). So get something to read, or listen to a newscast while you wait. As another poster so aptly put it, "Anonymous games tend to be a grindfest".
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undefined, I have played and enjoyed many of your games. Some of them need a super speed button for people who would otherwise play your game much longer. After running a level a few times it gets pretty boring and you're making microchanges to your setup. At this point people would still play if there was a super speed button. When you resist, you close your game off to these people and only retain the super hardcore.
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like the change form your protector games, but like others have mentioned please update provide a download link as well
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"Boss, why are we sending hordes of weaklings to die and let them put barricades and stuffs?" "Population Control... besides we WILL win either way"
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I would love if there was an 'undo last barrier placement' button. Right now you have to guess how a barrier would affect the path and not all of us are good at solving optimisation problems in our heads.
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one little bug: after finishing level if you click on place where your barricades were placed you will get a message saying that you can destroy them only between waves
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Good game. Either I pressed wiped data accidental-like or it wipes data automatically when you complete the last level in normal mode. Would be nice if there was an 'Are you sure you want to wipe data?' after button..
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I hear a lot of complaints... the game is not perfect. SO WHAT. Life is not perfect. Suck it up and get on with it. This game has a lot going for it: here is a tower defense game where YOU GET TO CREATE THE ENEMY'S PATH OF ATTACK. That's kinda new.
A lot of the complaints I hear are from people who don't yet understand the game basics. Sorry, but if it was easy, it would be boring. This game rewards a thoughtful approach.
So here is MY challenge for you wannabe heros: I, FROGSPIT (The Mighty Conqueror), am the holder of the All Time Combined Top Score. Let me see you beat it. Come-on, I dare you. I know for a fact, that there is potential to improve my top score.... I even promise that I won't boost my score until September 1st, 2012. Just to give you a fair shot.
Well... what's it gonna be ???
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well, its a new undefined game, for sure. just wish he would work on making some of the other games better rather than churning out more. i can think of a few that wouldnt need much work and would get a much higher score for it. all i want is some updates and patches like other people seem to be more willing to do. if you take time to listen to us players, we wouldnt be so bitchy about your latest games.
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News Flash: the "Endless Mode" isn't truly endless.... There are 300 waves on the first map.
When I got to wave 250, I looked to see what was ahead. The final wave was Shrooms with over 800 MILLION hit points. I made it only as far as wave 261 when I was wiped out by a wave with the infamous "Anti-Magic Field".
Score for map 5.47 million. Reward: pitiful.
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woah glitch, i only got half the amount of resources i should have in endless mode. i should have gotten 10 but only got 5... this is really retarded
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there was me putting traps on the road,then send wave
Then they got out a cave and arrived at the end without difficult
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Hrmm.... I suppose it isn't bad, though it is not Protector. It's got some serious targeting flaws too, I had units ignoring the weakened things that were almost to the target to attack things that still had to go through the rest of my winding defenses. Work that out, and maybe some other things, and I think i could boost this up to a 4.
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The reason the path shown turns off after each waves starts is because it slows the game down, even with low quality. By the way, why it the "unit ignore" skill for the monsters necessary???
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Graphics failure leading to crash occurs after a short while because of some animated traps and spells. Disabling animations option or lower graphics choise possibility?
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I actually like how the game has a massive grind in it. What I don't like though is how long each grind session is. 10 minutes a map for a random 4 pieces of loot. It takes way to long to start leveling anyone up seriously. A 5x or 10x Speed Feature would sell this game a lot better, as well as a auto send feature. Those two negatives are enough to make me stop playing, but if they ever were fixed, I'd be back to playing in a heartbeat.
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The core of a very good game is in place, but there are some major problems. As noted by many others, each level takes way way WAY too long. The visual interface has some real issues. (Don't turn off pathing if I turn it on. If you have ranged units, display the range after placed.) There's no sell function. A few basics needed to make the game engaging aren't there. Shame to put so much work into so many interesting ideas with traps/development, but the game grinds so pointlessly the player never feels engaged enough to try it all out.
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i would HIGHLY seggest that scince we get to build our own pathways you be able to sell un wanted towers seriously if you mess up making a very complicated path there goes all your hard work.
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OK. undefined's games are always big on grinding. I get that, I'll live with it. But the design decision to keep the monster path secret is infuriating. I realize it's "my fault", but the third time I lost an entire wave because the monster's path changed on me, I decided that life is too short to play a grindfest with a poor interface.
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It's a pretty big let down that there's not even a single note from the developer on any of this stuff... this game could be pretty good but we seem to be stuck with what is clearly a beta version...