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I think that you should lower the drop rate of items but make them stay between levels. This would give a slight incentive to replay levels to earn more items. Also make achievements do something. Even just a 1% increase in something would be nice.
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The resource gathering needs to be faster it takes way too long and you still need your guys to fight. up if you agree.
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Wth I can't even get a unit to spawn, and the menu happy attitude killed any excitement I might had had before starting it. 1/5
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I think if you replay a level you should be able to get another skill point. This would make it easier for those of us with enough patience to play longer.
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played it for bout 40 minutes....got past one level...and i know how to play tower defence games. the "resource" gathering takes too frakin long to do and takes all the fun out of the game. while i do like the concept. it's too, shall i say "difficult" to want to even put more effort than i did to begin with.
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Honestly im tired of the Protector series. The games are all vastly similar with very minor changes each time (this one is also a graphical change) with the same game play. i know all tower defense games are similar, but when i feel like im playing the last version with new maps something is wrong.
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Uhm.. i don't understand the blueprints thing. It never stays on my character. i go back to it and its not on him. :(
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If anyone knows how to upgrade the units besides the skills I would like to know. Maybe I'm missing something and that's why I'm struggling and not enjoying the game?
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Great game. 5/5 But perhaps the "owned by" on items could be removed and if we gained a percentage of resources after every wave.
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I love tower defense games, but not the ridiculously hard ones. It is nice to be able to actually beat the levels and progress to a definitive conclusion rather than replaying the same levels and dying over and over again. Kinda takes the fun out of it after a while.
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Well, ofc it isnt copying when you make the same KIND of game (Like a TD in this case) but this game looks SO much like another on this site (which I wont mention). The looks are different but the whole game is based on that other, well known game.
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what is everyones obsession with tower defences? i find them quite tedious... not to mention boring due to the lack of activity on your part
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I love it. If only you would make the resource-gathering aspect different. Having to click every single hero and harvest/unharvest is waaaaay to cumbersome....
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I think I spoke too soon. I'm having a lot of issues with this game. Not being able to mouse over maps to see information on them. i.e. what kind of enemies to prepare for, etc. Achievements don't offer any global buffs like previous games. Enemies are in too great of #'s and move too fast for slower attacking. I'd rather have a few really awesome "towers" than tons and tons of weaker ones, but this game doesn't really allow that. At least, not initially. Resource system is a little tedious. upgrading is overl complicated. Man, overall I'm a bit disappointed, and I was so exited too. I'll still probably get a few hours of play time, which is good for Kong these days... but nothing like the old Protectors that gave me days of fun.
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Did anyone sit there and notice that the sea of blood at the main menu is rising every time the little axe dude kills a lamb? I'm gonna keep watching til he drowns in blood!
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personally I would like to see a sell button for the minions... sometimes I place one in the wrong location at a critical moment.
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Love it! It took a little while for me to get the hang of the crafting, but now that I understand what I'm doing I'm loving it. 5/5
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The only "bad" thing i see its that you can't harvest more than 1 resourse at the time, and perhaps you have idle little defenders in diferent places... GREAT GAME!! 5/5 Still!!!
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Yay, a new Protector-style defense game. I'd just been commenting that it was time for Protector 5. THis isn't quite what I was expecting, but I'll settle for it! 5/5!
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Forgot to include this in my prior comment: The new artwork and 2D tiling system are much more appealing than previous Protector games' visuals in my opinion. And I hope to see more of this style. These visuals and the suggestions to include some of the features from other Protector games (while keeping it simplified) would make a sequel to this spin-off a masterpiece game.
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When your editing your spellbook, if you click an empty square and there is still room in your spells to memorize....well theres a bug there, which results in NaN/1000 mana for me. And a pretty cool graphic :P
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A few things: 1) Almost all the buffs are explained in the buff section of the unit info. Equip a weapon with smunch, then hover the mouse over the smunch buff. It weakens the enemy so they take more damage. 2) Selecting items on the blueprint menu doesn't mean they'll be equipped on the unit when you go to a map. You have to craft items on the map.
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Good game. Light-hearted new twist on the Protector Series. My only complaints are: 1)Achievements no longer grant bonuses like they do in the rest of the games; basically makes them pointless and removes the compulsive need to play longer to unlock them all. 2)You can't keep loot after the map ends which pretty much sucks where as the other games you could. 3)No explanation/tutorial on how to properly use blueprints to give units good gear since you can't keep loot. 4)Enemies move too fast/Units attack too slow; allowing us to upgrade attack rate like other Protector games would solve this.
I look forward to a sequel of this Protector spin-off and hopefully you'll take some of these suggestions into mind. :P
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For those who don't read Russian, the Cyrillic comment roughly says "This is shit, like the other games in this series." Real nice there, fella.
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Need a tutorial about which character can gather which resources, mage just won't gather any of em...help me here!!!anyone??