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How come upgrading the Inferno towers causes them to do LESS damage? I see no benefit from it. No range, no attack speed, no special damage, just less physical damage.
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A good concept but pretty rough still. Besides the still valid points made by other players earlier there's several maps (2 and 5 at the very least, didn't go any further than 5) are not completely viewable. 2 scrolls automatically to the left, making it almost impossible to upgrade the rightmost tower. Map 5 almost doesn't show the portal. It's obscured by the next wave rectangle. This one's only needs cosmetic tweaking but still... Map 5 doesn't let the player zoom out all that much, which makes it impossible to see the whole thing at once. If you do have a zooming function in the game it should always be useable between fixed min - max settings (either 1x-2x-4x or whatever or full map/standard view), not have different ones on each map since you couldn't be bothered to add extra artwork on the sides.
Also, the skills system looks poor compared to other games and even to the ingame tower upgrades (which are really good in concept if yet unbalanced).
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When you first place the ice tower and get the tooltip, it says it can be upgraded to the same towers as the fire, and why am i placing a tower to find out it's stats?
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i think it would be easier if i could move the screen with asdw because sometimes i lose time or the screen goes crazy when i move it with the mouse
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Oh and another thing. Sometimes when I click on a tower it will sell it right away without me even clicking sell.
I really like this game but these flaws make it difficult to play.
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The game itself is solid, and I'm thoroughly impressed with the dev. Are still a few things that would be nice-- the game locks up on me every couple minutes for a few seconds. Make a way to reduce quality? Also, some indication to let the player know the prerequisites for unlocking stuff might be nice. Not necessary at all, but I thought I had to do something before I could upgrade my towers in the first level when it just turns out you... well... cant. Still, I'd certainly give it a 4/5 and be interested in anything else the dev produces, solely on his/her interest and attention toward pleasing the player. Kudos.
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i dont like it when i am decidin on which tower ta pick and then it fades away and when i dont want it, i would have ta wait till it fades away
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Just add Hover tooltips to both the towers themselves and when you upgrade them. Having tooltips for the skills you get to use helps too.
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The side view is a nice twist on the genre. Graphics are cute and engaging. Not deep in terms of strategy but certainly fun enough for casual gaming.
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Good thing to have is a description of the towers and the minions to know what counters what, unless you want us to maximize/spam out towers everywhere, without a clue of what the towers actually do.
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The game doesn't really feel intuitive, it's a different approach from most TD games, and I'm not sure if it is in a good way.
However that being said, the graphics are kinda cool, and the animations/hud and music and so on is awesome, I can see you put good work into this game.
So you don't deserve less than a solid 4/5.
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Decent game, but having to go to the guide in the pause menu, every time I want to upgrade a tower to see what the increases are costs at least a star. Almost every single other TD defense game out there shows you exactly what the increases will be directly on the upgrade menu or via a tooltip pop up.
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Haven't started yet but seems that the guide at pause menu for the abilities of the Eye Tower is the same as those of the Tower of Fire.
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The screen moves on it's own occasionally... Really screwed up and renders the game virtually unplayable by the third level. (1/5)
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When one beam or stop is active the gain would not work and I had 1000 gold to spend. The monsters made it past my towers because i could not activate the gain feature.
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would love to see description of upgrades (when mouse over) even if we don't have enough cash to upgrade yet. Pretty fun td you got here. At first i had thought the limitations of how many you can place will be a bad thing, but it is not so. "I love it when a plan comes together" good.
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Really, upgrading the volcanic tower actually decreases the dmg it does? Does this also increase chance of setting on fire, or just the set fire dmg goes up? Either way i think at worst the dmg done shouldnt fall.
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Weak upgrade model. Map is visually cluttered. Insufficient tower information, no mouseovers, etc. Max zoomout doesn't allow you to see everything. Little strategy or player involvement required: most maps can be beat simply by filling spots with any tower. Unspendable skill points left over after beating every level. Lots of problems, game feels unfinished.
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would be nice for the level not to auto start so that you can look at the different locations available and develop a strategy before they start coming out on their own