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Very happy to see my favorite Kong game get badges & a card. Would be awesome if you could set targeting priority: Specialists are generally better hitting a new unit each time, generalists are better always aiming for the closest to the goal. It's a shame when a poison or energy specialist wastes several shots on the lead guy and ignores the next 8.
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Lordchip - the game you are thinking of was made by the same person. This is not stolen unless you think someone can steal from themself.
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agreed that a sell button coul hinder accidential place,emt, but that would alter the game. And make it yet abother simple TD game. Now you have to plan ahead (given a few tries)
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Congratulations! You've just completed the "Chemistry 101: Poison" Challenge! You have earned a card from our collectible card game.
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LOL. Couldn't beat the rat man boss on the tutorial map because I had all poison mages and he absorbs green magic. Dumb.
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My only real problem with this game is that it consist of like, 90% idle time.
Also it feels kinda random since there is no real way to know what kind of enemies you have to adapt for on each map other than test & fail.
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I'd like to see the end game button with a confirmation, or behind a menu, as posted already. Experimenting with skills setup has caused me to hit it a couple of times by mistake already. Other than that... cmon i've done 16 h in a 40 h week...
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If you find yourself frustrated by "missing" common features (like nosell), please suspend your initial frustration. This game has a lot of depth, and while the difficulty may seem arbitrary on the surface, it isn't actually. This is one of the best games on this site, in my opinion, and it is worth investing the time in it required to get past the learning curve.
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would be more fluid and much more interesting to look at if the characters reflected their levels of development with their appearance... also, the pacing is a bit slow at times... otherwise, this game is ruining my life... in a good way.
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i don't understnad hwy people like this game, i commented earlier saying it was like the game defend and now i think that it is the game defend, it uses the same graphics and its soo repetitive and boring after 3 maps.
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ok well i know i should be giving this a 4-5 or maybe even 5-5 but i get bored of these games very quick, unless they have variaty, so from me personaly il give it a good 3-5 =)
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Great time sink! Beside a few bugs (all of which were mentioned in earlier posts) and the lack of a speed up function, this game is superb.
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Nice game. Could do with some keyboard shortcuts (send next wave, deselect current mage), and add a speed up button (like in lemmings) - especially in long loop maps, you often have to wait a while for a single low health enemy to stagger around the course before being able to hit it.
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This game scores, and deserves, a 4 out of 5.
Suggestions for next game in possible series...
Balance units more fairly. Consider adding skills for advanced units, like 'rapid fire' for archers, or 'cleave' for paladin/chev dexer. Fast Forward button would be welcomed. Possibly a 'hero' unit, IE you, that levels permanently based on score, and your own skill tree/classes so you can place yourself on maps? Also, a larger world map is in order. 22 levels, even if they were long enough to play with many waves, altogether is game seems short.
I hope to see another game in this installment, perhaps with my suggestions taken into heart. I LOVE the concept that you can't sell units. But an undo button would be nice, say with a 3-5 second timer to remove a unit if you place it by accident due to lag?
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This is a good game that could have been great. A defense game that has some good traits as well as the bad.
Pros:
- Unique skill building system
- Reason to play every map
- Nice music, selection, able to mute sounds and/or music
- Addictive gameplay
Cons:
- Too few variety in enemies
- Unbalanced gameplay, advanced units are underpowered compared to basic
- No true endurance waves, by time units are leveled it's time for the next
- Needs a fastforward button, for minor waves that take too long due to numbers rather then power
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We should be able to either sell units, or view the upcoming waves. Lack of selling force players to think ahead, but it's impossible to think ahead without knowing what's coming. Because of absorb, this game becomes mostly trial and errors. And it's unreasonably frustrating.
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I demand Protector 1.5 with new levels!
Things you could add/change/fix/consider:
-there is a bug that won't let you select your mages sometimes. (After selecting an enemy it works again)
-some balancing (red mages splash is pretty much useless for example)
-can you change the range to a circle instead of a square?
Great game!