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This version of Protector 3 does not show the enemies armor, number, health, or armor on the clickable minibar
the version on Newgrounds does show this
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Heroes are of no use as an offensive power - I got a tactician (Frostik) upgraded to lvl 6 by endlessly redoing the last level and in return it gave me an attack power of just 112... (The next lvl for him will be at 12800 exp and I see no use in doing that). But on the other hand heroes are a great help due to their passive skills (especially those that make warriors/mages of the same element more powerful). Still the game can be easily beaten without them.
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I loved the two first Protector games and this one came with a really nice idea with the awards, skills and heroes thing. However, the awards take far too long to be achieved and I am about to complete the game without using any heroes!! I think maps could be harder (as in protector 2) and to counter that, heroes should be cheaper, and awards less time-consuming. Hope those changes appear in a possible Protector 4 or similar game.
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Needs more maps to make heroes, skills and awards relevant. Nice ideas all. Not enough time to hire and level up heroes, possibly truly usefull bringing back 40 wave marathon maps. Got to choose 5 skills out of a possible 80. Also needs more elemental balance. Completed game and still haven't trained 20 poison mages for the award.
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In itself, not too bad, but the fact that they've made very few changes (and said changes made are somewhat minor and unimportant) is rather disappointing. 3/5 for it being little more than a remake of 2.
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Good game, but it could have been great with more development. The leveling/skills/awards/heroes are largely pointless - they are completely unnecessary to completing the game. 5x maps would be needed to make the rest relevant. A great concept, inadequately executed, leads to disappointment over what might have been. I hope there will be a Protector 4 that will properly expand on the concepts begun here.
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1. Postpone flying units to later waves so that warriors can be upgraded to archers sooner
2. Buff mage specials so that the warrior's damage doesn't render them useless
3. abilities require way too much experience for what they're worth, it's beyond ridiculous
Make similar alterations until you've achieved a sense of balance which requires warriors and mages to be used together on the same maps, instead of having warriors specific maps and mage specific
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I hate how you can't upgrade a tower if it doesn't get kills
it's probably the hardest thing about the game
what are you supposed to do to get all the towers you want getting kills?
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Why is it that everyone complains about Crystalis being weaker and more expensive than Sub Zero, yet no-one seems to complain about Infestious being weaker and more expensive than Noxio? The stats are exactly the same for each pair, it's just different elements...