Under rating threshold (hideshow)
vtecno_geek, simply start your guys in the back and then add more to the front once the back ones get built up. Then the front ones will build up also.
Under rating threshold (hideshow)
All right, screw this. When the only interesting part of a 20 minute game session is the final 15 seconds, the game becomes completely unplayable. If nothing else, add a "fast forward" button for those interminable first 10 waves where *NOTHING* happens, or just start people at the 11th wave with 10 waves worth of gold and experience. I appreciate the improvements over traditional TDs, but it's not worth the snail's pace.
Under rating threshold (hideshow)
I'm having a real problem with the last wave of Marathon. I went through all of the other waves without losing a life, and went through all of them attempting to kill it, and dealing no significant damage.
Under rating threshold (hideshow)
I think you should be able to sell a unit for 10 gp. Or even just be able to destroy a unit (for free). It allows for correcting stupid errors, but at a cost such that it doesn't become part of strategies like other TD games.
Under rating threshold (hideshow)
I agree with the idea that this is more mindreading than strategy; I loved the game at first until I realized that clairvoyance and trial-and-error are the only ways to progress past anything not listed as "easy". Now it's become extraordinarily tedious very quickly. There are also a couple annoyances with the interface, in particular (1) random volume levels when you leave/fail a level and come back, (2) difficulty selecting moving creatures, and (3) no way to see what the first wave of creatures is until it's too late. I'm still giving it a 4/5 (my first impression was a 5), but I'm starting to consider a 3 for general lack of playability.
Under rating threshold (hideshow)
I didn't realize it was made by the same guy-- I'm less angry now. Now, I liked the old style better. Mostly because it used UO sprites, which I missed ALOT.
Under rating threshold (hideshow)
BrknPhoenix: You should play it a while before you make up your mind on that. I think it's a good design decision in this case. Selling makes sense in most traditional TDs, but the elemental system in Protector is designed to force you to make tough decisions about how to spend your best paved spaces, and that's where a lot of the strategy comes from. Plus, with the experience system, there's no way to make selling fair; either it would be a sure ticket to death or it would compensate you somehow for the exp on the sold unit, which would open it wide up for exploits.
Under rating threshold (hideshow)
I haven't even played it yet, just reading directions, but no selling... really? You've let yourself fall into a trap of sacrificing fun (i.e. adding annoyance) so that people can't say your game is easy. Mistake mistake mistake... Anyway, off to play I go...
Under rating threshold (hideshow)
Kawarazu: it's the sequel. It has a lot of new features, such as a map to unlock and stats tracking rather than playing a bunch of isolated games, a skill point system that adds a lot of depth, new levels, etc. It's not a total overhaul, but it's definitely a different-and better-game.
omegabobo: Each time you beat a level, you get 1 skill point. It takes 2 skill points to unlock each of the advanced units. There are other skills that enhance the basic towers, add lives or exp bonuses, etc. You can reset your skills at any time, so don't worry about wasting them.
Under rating threshold (hideshow)
dragonus, the update was quite subtle, I just worked out some issues to allow me to update fluidly now, so I wanted to take care of some small things as soon as I could. I'm not finished yet, there's a couple of remaining bits and pieces I'd like to fix up soon based on feedback, so stay tuned.
Under rating threshold (hideshow)
Really love this game with the exception of the absorbers, is there a way to stop them or sell them? 4/5 until/if that is fixed or explained.
Under rating threshold (hideshow)
Also, after reading a bunch of these comments. Yes it's hard to plan ahead for the most part but if you read the map description it kind of gives you an idea of what is going to be there. You can re-diss your skills and set up for that certain map. Also, go in and let a wave go by itself. You get a general idea of what is there..and don't be too heavy with the same type of class unless youve played through and know what you mean. Purple ones are just a good debuffer I only have 2 maybe 3 per map. Plus don't underestimate the poison mage, they do good damage with their DoT, spread them out.
Under rating threshold (hideshow)
There should be a way to view the monsters in the later round. Since we can't not sell, planning ahead become crucial. But it's impossible to plan ahead without knowing what's coming. This is especially frustrating when the last round in a 40 round game has a energy absorb, and my field is filled with energy mage.
Under rating threshold (hideshow)
Only real problem I've had and maybe I just read wrong but it seems like the Necromancers attack is absorbed by enemies with the electricity absorb skill. Is that supposed to be?
Under rating threshold (hideshow)
A quick update has been put in. you might find the Lighthouse a tad more appropriate now.
Thanks for all the great feedback everyone.
Under rating threshold (hideshow)
so eh.. JackVermicelli your flaming this game cuz it has only a FEW typo? i have seen games that are much worst and not have a single word typed correctly.. and people love them... also Mr. English teacher.. you yourself made 2 typo... can you find them?
Under rating threshold (hideshow)
"Upon receiving *5* Generalist levels a basic mage unit also receives a +1 range increase..."
"Unlike mages, Dexers do not receive a range boost after *6* Generalist levels."
Under rating threshold (hideshow)
First:
"Immunities are not damage immunity, but special attack immunity..."
Then:
"A creature can be immune to the 4 basic attacks..."
Which is it?
Under rating threshold (hideshow)
"Fire is the all-rounder of your elemental arsenal, because of their use of splash they are more useful than others against enemies with fire elemental strength."
Comma use instead of semicolon aside, wouldn't red mages be *worst* against enemies with strength against fire?
Under rating threshold (hideshow)
The first two paragraphs in the splash effect explanation screen have commas where there should be semicolons.
Shouldn't all of these typos have been fixed before the game was published?
Under rating threshold (hideshow)
"... once hit the effect must wear out before the same enemy can be effected again."
The word you want is "affected." Things are affected by effects.
Under rating threshold (hideshow)
how about an option to "turn off" a unit so it doesn't shoot at the absorbing enemy at all?
oh, and i once had an archer named "evocare". anyone else get that reference?
Under rating threshold (hideshow)
sumthins messed up i tried to click my unit to upgrade it but no matter what it didnt work im like fine w/e then i try to place units and it wont work i click and i click i have the money i have the spot but it wont work and i lost 3 lives -_-"
Under rating threshold (hideshow)
Love the game so far. A suggestion: the names of the waves are humorous. When you click on a unit to find out what its HP are etc, it should bring the name of the wave too.
Under rating threshold (hideshow)
On most levels, absorbing monsters aren't as bad as people seem to think. If you have a balanced strategy, you kill the absorbing monster anyways. You might end up with a boss monster looping, but if you were careful, balanced your strategy, and had some lives saved up, you make it through.
Under rating threshold (hideshow)
There needs to be a little flyover window reminding you of the strengths of the different units... Defender had that, why did it go away?