Comments for Sentinels: The First Wave

avatar for SkipMe
SkipMe

Feb. 11, 2011

Under rating threshold (show) This has great potential. A few points: Turret mode needs a radar, or mini-map of some sort so that you can see if your attention should be elsewhere. Speed up the flash when entering a turret, it is too disorientating. Turret mode is pointless in continuous mode - as you don't have time for it. Needs more turrets or more sophisticated upgrades. More maps. A story line with increasingly complex maps. Awards of some kind. Music I really like the tetris idea of the turrets.

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(10)

avatar for strategist555
strategist555

Feb. 23, 2011

Under rating threshold (show) this is prolly the best tower defence game on kong, Games like this should be heard. love the conept, hate the lag though :I, all in all awesome game !

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(11)

avatar for supreme_grief
supreme_grief

May. 29, 2012

Under rating threshold (show) How about custom maps and 2-4 player online co-op where each person defends a certain spot on the map.

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(3)

avatar for RElam99
RElam99

Feb. 15, 2011

Under rating threshold (show) Made some rather significant changes to the game, added levels, music, menu, performance stuff, just a bunch of stuff. Scoring and, well, so much is changed, put it into a new version... http://www.kongregate.com/games/RElam99/sentinels-first-wave-beta2

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(7)

avatar for RElam99
RElam99

Feb. 11, 2011

Under rating threshold (show) Manual guns also reload to full now when entering, allowing you to start whacking dudes faster. Doubled target lock speed for missile launcher. Fixed a few other visual and performance issues, but still a lot of performance tweaking to go, later levels still slow things down too much. Again, thanks for feedback guys.

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(7)

avatar for falke34
falke34

Feb. 11, 2011

Under rating threshold (show) Really like the look and feel of the game so far. the concept of M.T.'s is a great idea. lots of potential here. I have ran across at one bug. There have been several instances where I have killed off all the enemies only to be sitting there with no visual enemies to kill of yet I can see a couple health bars floating in and around buildings and out in the distance. this happens most noticeably when enemies are knocked off their course by artillery or when using the disruptor pulse. they get stuck and I have no way of destroying them.

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(4)

avatar for Kyle0Stridehart
Kyle0Stridehart

Mar. 12, 2013

Under rating threshold (show) I have to say, this is one of the more interesting TD's I've played... It'd be cool if there was a story, if upgrades gave towers abilities and if there was a way to upgrade a Commanders personal Turret. All in all, I was impressed. 4/5, though...It needs work, in my opinion.

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(1)

avatar for CAPSHAW
CAPSHAW

May. 11, 2012

Under rating threshold (show) Absoulutley one of the most far out concepts for a tower defense game. I think that it has more than enough potential to be successful. It is definetly my favorite tower defense game ever.

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(1)

avatar for Calidron
Calidron

Feb. 14, 2011

Under rating threshold (show) Oops, never mind on the upgrade thing. I haven't had enough coffee yet and missed the blindingly obvious.

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(1)

avatar for Calidron
Calidron

Feb. 11, 2011

Under rating threshold (show) I like this game a lot, the graphics are well defined and I like the creep movement. I would really like to see a campaign set up around this, I'm interested to know what's going on. You don't need a wall o'text to explain the characters or the story. A brief introduction with a spiffy picture for each one would be quick and simple. That being said, there are a few issues. The micro-structures never worked for me, I could never see them to build them. Target priority would be nice, I had full-health guys sailing past my towers, who would concentrate on weaker targets behind them. There doesn't seem to be a restart/return to menu button during the game? And the instructions link goes to the comments. The biggest problem I had was how frenzied the pacing gets, so quickly. A minimum of four towers to control, one of them a slingshot type, and when the creeps are pouring through, heavens forfend you accidentally right click the wrong tower. 3/5, will revise with future updates.

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(1)

avatar for RElam99
RElam99

Feb. 11, 2011

Under rating threshold (show) Ok, still alot to do, but posted a new version with some fixes. Fixed effect when entering manual gun. Added dynamic music (still needs tweaking on energy level). Added menu for adjusting audio, resetting, and returning to main. Reduced enemy power scaling, now it's actually likely a bit too easy unless using creep bait, but likely more fun overall. Fixed some issues with enemies stalling, and some issues with special attacks. Manual guns now do 2X normal damage in continuous mode.

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(1)

avatar for jamesyoung79
jamesyoung79

Feb. 11, 2011

Under rating threshold (show) good game other than the fact that every so often an enemy gets stuck below the ground or inside a building and the wave cannot be completed.

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(0)

avatar for UndeadClown1
UndeadClown1

Feb. 11, 2011

Under rating threshold (show) um. can't click on anything at the main menu. i get the details when i mouse over them. but when i click, nothing happens.

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(0)

avatar for RElam99
RElam99

Feb. 11, 2011

Under rating threshold (show) About target priority, the commanders favor a certain enemy type, which can be seen if you hover over the commander panel (yet another thing I'd love to explain in a campaign). For instance, putting a high powered gun at the end of paths with some snipers around it will often do a good job of taking down high health enemies, since Sam's turrets favor high health targets. However, I think that's likely not enough, and perhaps just left clicking any enemy will prioritize that target for all structures, I don't think there's any real downside to adding that. Also, having a gun turret/missile turret in sight of all parts of the path should let you manually take down anything.

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(0)

avatar for Strawhatt
Strawhatt

Feb. 11, 2011

Under rating threshold (show) i can't click anything on the main menu...

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(0)

avatar for subhogue
subhogue

Feb. 10, 2011

Under rating threshold (show) good untill i somehow got millions of credits the leveled one gun tower up to mk24 doing over 3000000 dmg the text got bigger and blocked half the screen from view

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(0)

avatar for llehsnatas
llehsnatas

Feb. 10, 2011

Under rating threshold (show) nice game first one ive seen like it ( in the TD genre ) just gets a lil laggy and i have a brand new comp with all the fixens so i dnt think thats the cause i will definitely be back to play this some more

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(0)

avatar for Calidron
Calidron

Feb. 14, 2011

Under rating threshold (show) Wow, the improvements you've made are awesome! The only real suggestion I have left is to make it easier to tell when you've upgraded a tower, change the color of the range indicator or some such. Other than that, it runs beautifully now. Now get to work on that campaign! ;)

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(0)

avatar for RElam99
RElam99

Feb. 11, 2011

Under rating threshold (show) As far as a campaign, I wanted to try to get as much of the basic gameplay nailed down in this small version of the game, then develop something bigger. It does have a very different flow with the inclusion of so many things to do, and although I like the potential, there are a lot of little things that need testing/tweaking before building a campaign around it. I'm hoping I can make this enough fun to get enough feedback, and then step towards that 'bigger' game.

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(0)

avatar for RElam99
RElam99

Feb. 11, 2011

Under rating threshold (show) Good feedback. I agree about manual turrets being underpowered in continuous mode, the game does get too frantic right now (which would be good for last level in a campaign, but not first :)), and you just don't have sufficient time for them. I'll do a combination of reducing the volume of enemies towards the end, as well as likely doubling manual turret power in continuous mode. The flash when entering turret mode needs work, but what is happening there that might not be obvious is it's slowing down time when you enter it, so you get time to orient the thing, but the screen blur persists for way too long, kinda killing the benefit of the slowdown. I'll fix that.

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(0)

avatar for desl3
desl3

Feb. 10, 2011

Under rating threshold (show) nice way to make a tower defense game better. Great addition of the manual turret.

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(0)

avatar for RElam99
RElam99

Feb. 10, 2011

Under rating threshold (show) Micro structures get benefits from manually controlled guns. Placing a level 1 artillery gun surrounded by Powersellers can generate some nice extra cash if you use a manual gun on it occasionally (manual turrets are not scaled by the power of the underlying gun, they are normalized to enemies). Enemies on a path have to 'follow' eachother, slowing enemies in front will slow the ones behind them, when they get close enough. Also, slowing enemies so they are bunched up for some explosive attack can be quite effective.

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(0)

avatar for RElam99
RElam99

Feb. 10, 2011

Under rating threshold (show) You get bounty for enemies whether they are killed or not, so letting enemies get by and rebuilding your shield might be a good strategy for a higher score if it allows you to use Creep Bait earlier. The upgrade tool is a wicked fast way to upgrade structures, structures are colored from green to red when you mouse over/use the tool, indicating their relative strength vs your other turrets, so at a glance you can see underpowered structures, and upgrade with one click. Enemies take heavy damage from running into buildings/eachother. Freezing enemies slows their movement and control, so using freeze and Katrina's special attack can be quite devastating (ramming enemies into buildings will kill almost anything, take note of the position of building on left size of map).

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(0)

avatar for RElam99
RElam99

Feb. 10, 2011

Under rating threshold (show) Thanks for comments. Yea, it's kinda tough to get the concepts across without a real campaign that eases you into it while keeping it fun, but I wanted to get something in by the 15th, and wanted some general feedback anyways. The commander/structure relationship is not explained well, but again, text gets a bit boring to read and I thought I'd lose people's attention with too much of a wall of text explaining stuff. But let me know what you guys think needs explaining, and what is maybe explained more than it needs to be. It's definitely a weird TD game with a different flow to how it plays, but I think when it 'clicks' it works really nice. Other things that are not explained at all now...

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(0)

avatar for Synapsis85
Synapsis85

Feb. 10, 2011

Under rating threshold (show) Note quite sure how I won. The manual turret idea is great, but the commanders are confusing. Good game though

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(0)

avatar for geekyorc
geekyorc

Feb. 10, 2011

Under rating threshold (show) good game 3/5 needs more though

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(0)

avatar for cosmos5000
cosmos5000

Jan. 23, 2013

Under rating threshold (show) FINALY A 3D TOWER DEFENSE GAME :D

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(0)

avatar for maddmaxx67
maddmaxx67

Dec. 24, 2012

Under rating threshold (show) One of my favorite games... I've played with the other levels or different city scrapes are they coming back anytime soon??

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(0)

avatar for ZachB2
ZachB2

Sep. 26, 2012

Under rating threshold (show) a multiplayer mode or version would be cool, but it is good already. keep working and this will be epic!

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(0)

avatar for Haloman465
Haloman465

Jul. 24, 2012

Under rating threshold (show) Great game! A nice change from the usual Tower Defense.

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(0)

avatar for CAPSHAW
CAPSHAW

May. 11, 2012

Under rating threshold (show) The only thing I would change about the game is all of the squares from the missle turrets an dthe music. I know a tom part that would work well. It is in a song called Parablola from TOOL

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(0)

avatar for drago55577
drago55577

Apr. 18, 2012

Under rating threshold (show) Still playing since it came out :D awesome game.

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(0)

avatar for gama830
gama830

Mar. 17, 2013

Under rating threshold (show) Why is this rated so low?

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(1)

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