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Far to boring and way to easy. The idea is alright though done many times before I'm a huge TD fan I play all I can find but this one was like it was made for 10 year olds who like zelda but wanna TD aspect with it 1/5 with a better system and remove the block on the left for idk anything really it's a good idea but it doesnt really work
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suggest a visual timer?
since there are 4 "phases" let us see how long each "phase" has left? forest.. cave.. etc..
it'll also help to estimate WHEN to upgrade towers.
or an audio cue like
"Prince!, we are moving on into the cave!"
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A very unique and interesting play on the tower defense. Definitely engaging and absorbing. My only problem is minor: I wish it was longer! The campaign can be finished within an hour if you aren't hellbent on 3 stars for each mission. I also had no idea what a few of the tiles did. I was so intent on harvesting that I didn't get to see any battles play out, so I'm glad you are slowing it down a little.
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swift towers have the highest dps. so i set them at corners and put the sky bound towers in a central point targeting the highest enemy so as to give out status effects and my swift towers are on targeting closest... haven't any trouble on hard difficulty
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I expected to not like it, but it wasn't bad.
I find myself more interested in matching up the elements than bothering with the tower defense aspect, although I can see where you're going with that. A rebalancing of the two elements could be useful to you.
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needs some sore of indicator to show that game board part is going to change. it is very annoying to having things lining up and then poof it changes and no way of knowing it's about to do it. if it's some sort of audio cue it's not one then I'm noticing. 3/5 this could easily be a 5/5
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Is there any bonus for getting a match of more than five? Like extra resources beyond the one for one trade? If not I'll quit wasting time trying to get them.
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Very fun. I just wish it were easier to do everything at one time. Personally, i think the towers should be more important than the gems. i also would like to actually enjoy the combat rather than constantly messing with the puzzle. 4.5/5 if it were possible. great game, awesome idea, but room for improvement.
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The music is rather haunting and amazing for a tower-RPG-resource mgmt game. But I agree, I kept moving the resources squares all game and suddenly I completed a level.
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Concept is great, I love the puzzle + td concept...I know it was programmed in 48 hours, so you can't help the graphics being eye-bleeding, but please do a sequel that doesn't incite migraines! :)
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The only thing I don't like is that I can't actually see what's happening on the field, since I pay all my attention to the left side of the screen, realizing that if I look at the creeps and how my turrets work, I lose precious time I could've spent gathering resources.
I'm not sure how to fix this problem, though, I guess it's an inevitable part of the game.
But, as I said, that was the ONLY thing I didn't like. I love tower defence games and this one is original and really fun to play, I can't help but give it a strong 5/5.
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its a pretty fun game overall.
The gem placing allows us to combine different skills to come up with the ultimate tower.
but i would actually prefer to have more towers over the gem placing.
Simply because there are too many stuffs for us to work on.
At one point, we would have to worry over resources to upgrade towers, upgrade our hero, and also worry about the gems. Its like cramping every little thing into a game.
Personally, and also like what others have said, the thrills i find in tower games, is to see my towers kill the monsters and also at the same time, worrying over if my tactics would work for that wave.
Still a good game nonetheless, i gave it a 5/5 for the creativity. But there is still place for improvement. Perhaps a storyline?
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The idea and the indent is quite good, I like all of the different components. However, too much is going on to fully enjoy the game, which made it, at least for me, rather annoying. One has to take care of the resources, the towers, the hero, then micromanage the stones and the equipment, and that all at the same time.
Too much is going on and I would really like to focus on every single object. I like the game, but it's too frustrating for me to play it.
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I'm normally a very tough critic, but I'm actually comfortable giving this a 5/5. It is a bit too easy for my level of not-having-a-life-and-spending-all-my-time-playing-games, but turned out to be very enjoyable and interesting. The simplicity of the interface does not take away from the depth of the gameplay, and the overall feeling is that the game is very well made :)
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What would also be nice is an option to turn off the bullet graphics, or some other way to reduce lag. Getting to hero level 119 in an Endless ended up making my game lag pretty bad near the end, even though it was fine on all the normal maps.
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Love the game, but it would be nice if it were more obvious what exactly the hero stats did, like how much damage the attack and strength stats actually add. It would also be nice to have a way to select what the hero attacks, like there is for the towers.
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Ill give tihs 4/5, its a good concept and its pretty epic for 48 hours ^^ If i would programm for 48 hours I would end up having nothing :D Then again, i dont know how to xD
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It's a nice concept and game, although like many had said, hardly have time to enjoy watching my towers do their stuff. Would be nice if there was some tool tip/help about what the stats on the weapons actually do. Otherwise, it's hard to figure out if it was more worthwhile to go for +20 vitality or +20 defense (reduce damage?) or +20 agility (evade attack?)
Also, achievements not working for 45mins.
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As some have said already, I love the game and concept, but as I'm match-playing, I tend to miss out on all the cool stuff happening on the TD screen.
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This is genius. The idea of combining a tower defense with puzzle game and throwing in one added element of rpg is just unspeakably awesome. The problems with such an idea are that the game severely overwhelms players, as resource gathering becomes real time and the main focus of the game.
I recommend that to balance this out, monsters are sent in "waves" and there is a time given for players to continue collecting resources even after the wave is destroyed. Another idea is to make the puzzle map viewable during the pause stage. While this might sound like it will make the game too easy (players keep pausing to examine which resources they can get from the map) but from experience, it takes way more than just observation to work out puzzles like these - the pausing will just help players to catch a breath in between fights so they can identify what are they lacking in with regards to resources.
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Fast paced and fun. The only critique I have is that sometimes when I'm gathering resources I see the birds in my peripheral vision and mistake them for creatures getting to close to the base. I don't know if that was intentional and that's fine if it is but I felt it was worth mentioning.
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Great concept and game. However, I was so busy with getting resources (at random) that I didn't even have time to look at my awesome towers to see if they were actually destroying all the monsters. I still don't know what some of the matching thingys do so it would be nice if there was some clarification.
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Thanks for the bug reports guys! The total survival time achievements were only using the first 4 maps, but I've fixed it to use all 8 instead. Also, weapons were indeed not giving stats like intended, but I've fixed that.
Also in regards to the armor/defense of equipment, armor and defense are two separate things, which is why you don't see the increase in your defense stats. Your armor is listed on the hero panel right next to your weapon damage.
Thanks for the reports, and feel free to report any other problems you see!
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I know this isn't related to the game, but is anyone else having trouble verifying their account on trisphere? I can't verify it so I can't play it D: I have my code and link...
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game is easy mode all the way, even on hard. I only made swift towers in strategic places and it was np, didnt even leak once
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Good game, but 'd be nice if there was more time to try and get stuff set up at the beginning, or atleast a little more time between waves, by the time you realize dudes are getting through your defenses it's too late.