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a few hints: replay maps for extra sp and exp, map 1-3 depending on lvl for extra exp. you can place towers on beacon spots once they are moved. combine laser pen with air self guide to nuke just about everything. use self guiding missiles for yourself with 1 armor red. and rest dmg mods.
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similar to suuljin's comment but the skills and achievements that change UP costs won't change the display till after buying or upgrading something.
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Rapid/Haste Builder and Provisor/Paymaster achievements don't show up, but you do get the bonus for them once you fullfill the conditions. For example, you initially start maps with 100 cash, but with both Rapid (+60) and Haste Builder (+80) you start with 240.
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I'm cool with everything about this game, except for how the skills gets treated. The game needs to either save our skills from one login to the next, or, at the very least, allow us to actually look at the skills BEFORE we enter a level. Having to replay a lower level, just to be able to redo your skills, sucks. 3/5 for now.
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Upgrade anything that improves your missile towers. Make only missile towers and a few freezing towers. Win.
Fun game overall.
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This is a really poor idea for a rehash of the original. If you are going to use zombies, you could have at least changed the cores to "humans" or "scientists" - this takes away the whole purpose of what zombies are about. Stupid...
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Game plays quite good for a TD game, although I'm still baffled by the game title. What would be next, Pirates vs Zombies? Ninjas vs Zombies? Ninja vs Pirates--- oh wait, that was done already.
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Towers need balancing and game needs to be harder. Mortar is so strong it's ludicrous; there is no reason to buy a weapon that's not mortar. Missile towers have more and better upgrades (and are consequently stronger) than the other towers. I shouldn't get a skill point every time I run through stage 1. If you reload the game you have to re-spec your skills, and that needs to be fixed as well. Whoever made this game obviously put some work into it, but it needs tweaking...
As proof that missile towers are OP, stats on fully-skilled Heavy FoF-Missile Tower:
damage: 14.35, range: 221, attack rate: 3, splash: 54, crit rate: 36%, crit damage: 385%, self-guided, anti-air.
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mission 10 keeps bugging out on me, units get stuck in the spawn point and they never die, so the game will never finish
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lol i only found out at mission 11 that the core can move. ooooooops. hahaha. fun game, anyway, but it needs some refining here and there.
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I beat the entire game......... without even realizing I could move.Now I have to beat the whole thing over again just so I don't feel like a complete moron.
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Flying units are a joke, while they are annoying and completely breaking with the maze concept that many tower defense games seems to promote themself on, here you added insult to injury by adding flying units to maps where you already put the spawn 2 blocks away from the objective, meaning only massive aoe and luck can ever really save you...
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Sounds like plants vs. zombies. It's really fun! The music sounds cool. It's very hard trying to kill the boss! This game is the bomb!
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Whoever translated this into German - "spreading" translates to "streuend", not "steuernd" (which means "controlling"). This and a few other spelling mistakes I just don't remember.
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Um...has anyone had this problem where a wave wouldnt spawn but the others kept coming and a turret or two would shoot at the spawn but nothing would happen then when you shot at the spawn it shows you making a bunch of kills then suddenly a massive wave appears? -_-
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Forget my comment below the * to * part i didnt know that it goes back to its starting spot when a flying unit gets it....lol
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Theres a glitch xD if you manage to kill a zombie JUST BEFOR it leaves through the door the core will....well idk it disappears for me but all the zombies stop moving cause they cant find any core on the map so u can just kill them all day >:D *until the core auto. goes back into its spot*
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@ Alexck: Normally, when you destroy a flyer over inaccessible terrain, the core is immediately placed back at its starting position. When employed tactically, shooting down a flyer with core can save nearly lost cores. Now, if you build a tower at its starting position (which is possible as soon as the core is taken) i imagine it could cause an error like yours. Easy fix: don't build towers on core spots.
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Anyone know what rest means? For the 2 badges?
Is it the time you spend between waves? Cause i thought thats what it was but i just beat a round and the whole thing took me 1:45 and i didnt get the rapid builder badge, and ive done 4 levels
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I also suggest an 'easy' mode so more people are attracted to the game, stay longer to play and if you change your descriptions to "Choose easy mode if this is your first time playing", "normal for a challenge" and "hard mode for experts" people will also rate your game higher
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Bug: lvl3-boss died(?) when leaving map. Turrets kept shooting in the direction of the entrance, than stoped but no win-screen came.
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Another thing, the reward 'Provisor' doesn't work or something's wrong with it, I have 1k money (in a game, overall or whatever) and 3missions done and still no achievement medal. I think it's either a wrong description or it doesn't work - please fix this!
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if you make a second one, add a carry feature than lets you move cored back to base and move turrets. you cant shoot when moving stuff and move 2x as slow. im sick of fast zombies rusing my cores and dumping them by the entrance.