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Why is the "There is a ghost with about no HP floating over my defenses and not a single tower is shooting at him"-bug not fixed?...
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If you have a tower with a reload speed of 1, they should not spend fifty pellets shooting at a creep that is going to die with the first pellet that hits them. They should know that pellet #1 kills the creep, and move on to the next one. That is the benefit of having a fast-reloading tower. Fix it.
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ONLY ONE BADGE !?! GREG ,THE LAST ONE HAD LIKE 4 , man you could have split the badges 3 here and 2 their or vice versa ! and you should make a easy badge for this game.
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Again with the targeting problems against ghosts and other units. Why won't the towers prioritize there targeting to attack the closest instead of waiting for someone across the map. I've had it happen several times where my towers will only attack a ghost once when the ghost is in range long enough to hit it at least twice. Anyone else experience this stupid programming? If so bump this up, it needs to be fixed it's freaking aggravating.
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The slow enemies glitch of the through walls then glide all the way of map, if you don't kill them before they go off map that game will never end.
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For the minx maxers still playing this: the way a mega tower's power is calculated works off of the constituent towers' current stats. This means if they're buffed by towers outside the four that go into the mega tower, that buff gets magnified. By doing this you can get mega towers with stats waaaay beyond what should be possible.
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I did the second to last level and I had a few glitches. First the enemies randomly started changing to ghost and this happened alot. I lost a few lives due to this. Second I beat the level and nothing happened. It just sat there. M ade me sad because it took FOREVER. Done complaining.
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Dont you just hate the splitted creep being spawned outside your maze of defences and have a straight path towards the exit?
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Lithic: Requiring juggling starts moving from strategy to reaction time. I'll grant that it's better than the one level that gave you funds for *ONE* tower and made you try to keep up with the moving enemies. But repeatedly moving existing towers should not be a requirement -- or at least allow the user to pause to conduct the move.
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4/5. Half a point off because the continuing issue with towers ignoring ghosts, .3 off because I hate having to juggle just to complete a level, .2 off because the difficulty ratings don't make sense. I got perfect wins on Box in a box, Basilica, and Bow-and-arrow on my first try, while it took a couple of attempts with some of the easy levels.
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There should be a hotkey for Next wave/Start waves. You should also be able to start the waves by clicking the first one instead of the button. I think for some people it will be more instinctive to click on the first wave instead of the button
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On the level with the id of 55 i spawned all of the waves at once and just put towers every were and survived!!!! area ones helped alot!!!!!
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@Blaziken_rjcf-- its all about site traffic and ad revenues, if they have more people on their site that means its more likely to have someoe click an ad which mean they get more money...(yes, the host site gets paid by you clicking the ad)
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May I ask why do people 'minus' on comments which ask for help?? this is a real fun game, but it's not rude or lame to ask for help now is it?.. I found the answer anyways, build snipers + damage increases to pass lvl 65 :)
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@sc300: I didn't quite see the point of them either until you play the level Stealthy. Then you realise that it's actually quite a bugger to juggle with them.
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I love the game, but I basically stop playing once you force us to juggle. Tower Defense games are strategy games, juggling is more of a twitch type game play. For me, the use of juggling to defeat a map in a tower defense game is like cheating, but that is just me. For a tower defense game to build that as part of its core game play is not engenious, its missing the point of what a tower defense game is.