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Replicated the Anasazi pathing glitch. You can effectively block off both of the left portal's exits, at which points the monsters apparently just say WTH and wander off. http://s254.photobucket.com/albums/hh118/sweetsilverblues/?action=view¤t=anasaziglitchrep.jpg
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The biggest problem with unity is that flashmute doesn't work on it. Please include a mute button. I have my own music (and mental sound effects). I may not want to hear yours.
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There needs to be some logic on where the road goes. I added a building and the road reset all the way back to the north, leaving the trail unguarded practically
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Decentish TD. As a 2D TD, it would get downgraded harshly due to lack of features. As a 3D TD, it shows promise, so I'll give it a 3/5. But at the end of the day, the 3D adds nothing to tower defense gameplay except slowness.
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Just remember y'all, it's called a Prologue for a reason. For those of you complaining about storyline, this is just the beginning.
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placing a "slow" tower and then damage towers is the major tactic in any td so thats expected. but i dont see any other tactic in this other than that :s plus the clarity...i had trouble seeing the hp of the monsters in most of my gameplay... anyway... ---(1) . either "impossible" has to be more possible, or you have to include more towers. i mean i was owning everything until level 13. then i got so owned.
---(2). winning levels on harder settings gets u something. i dunno, im not talking about uber upgrades like in games like "gemcraft" but something !
---(3). needs storyline and sounds for firing, placing tower, selecting, stuff like that. needs a cancel thingie too.
---the upgrade selection after each wave was awesome, although it kinda forces you to pick a tower and invest in it. maybe instead of 5% for a specific tower make it a 2% for all ? and add upgrades for firerate, range, homing meteors, etc ? just saying.
thanks for listening bb
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Didn't have a super long time to play this - but I already like it. The graphics/perspective are a nice twist and that skull (boss?) was awesome looking zoomed up! I'm also a fan of the "three basic towers" ala Don't Touch my Gems. Promising! Good work!
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Nice! I hope to see many more games like this! Only things that bother me, it's a bit "messy" if that makes sence, and it gets really hard very fast.
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Okay, just had a rather interesting thing happen. Anasazi/Impossible/Wave 27, the three big skulls just decided to wander completely off the map out of range of all my towers. LOL They're just stuck there, spitting out little skulls. [IMG]http://i254.photobucket.com/albums/hh118/sweetsilverblues/echoesoops.jpg[/IMG]
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OMG Theres no achievements no castles no heroes to send to pillage villages no first person mode no granade launchers IT TOTALLY SUCKS!
Just kidding guys, this game is awesome. I am amazed by what unity can do. I imagine one day when I can play black ops for free in my browser. Wouldn't that be awesome?
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Wow. What a great game. One or two glitches but I think those are browser/Unity related, not this particular game. The only complaint I have is needs more maps! ;)
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Littlebubba8 (which I presume means white black 8), what part is misspelled?
And wtf is with all the requests for upgrade paths? I like this method! If I don't like how I placed my towers theres a chance that I don't have to waste 4x the money rebuilding it from a mg to a sniper... Sorry Im tired a bit fuzzy
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I thought about creating a game like this, but never came around to it.
I'd prefer that 1) low quality tower buttons should be changed (but might be just problem on this computer) 2) not '9' but 'esc' should open menu. And it should contain *restart clean*, *restart initial* (with towers I set up before starting level 1) among others. 3) damage must be visible 4) tower selection would change to location selection (maybe different color) 5) Indication when the next wave will come atm. on last map I am put to wait for a min or few for some reason 6) Some way to deduce how fast monsters are getting stronger. 7) fast forward;
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Is anyone else having trouble reading the words on the menu buttons? I can barely see the letters. Been having issues with my video drivers, so don't know if it's just me.
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Good showing but lots to go. Its hard to see whats going on, selecting towers is difficult, its a bit slow, the toggle while an interesting idea is to difficult to manage to be worth changing past building the tower, and variety could use a little work. Great start thought.
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Lots of bugs ( towers only show level2 upgrade, difficult tower selection, monsters loosing their paths and wandering around), buy hey, it's 3d, cool! Needs also many improvements ( tower range on selection, upgrades too simple, few towers and overall too easy level and simple strategy). Work on it and make it a 5 stars game!
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Good game overall, except for the fact that there's three different towers with 2 abilities each meaning not much of a variation and i would like to see upgrade paths
that would make an even bigger variety of tower combinations.
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Please don't be freaked out about this but: Your level design makes me so very moist. soooo much fun making STRATERGIE!
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I have found two glitches: 1. Sometimes enemies will wander off the path and walk in circles till they die. 2. Sometimes the meteor tower will miss badly. I understand there is a delay, but it will hit somewhere way off the path. (+) so he fixes these!
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great start for a great td game, you need to develop it a lot though! pliz add story mode with some plot and lvl progression. bonus percentage of damage on towers should be added only when you complete a map but permanently (this could make the game more addicting cause puts some career elements). just a few ideas, this game has great potential but needs a lot of work!
5/5 to encourage you, keep up the good work and we'll have the unity contest winner!
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Like it, esp. the topographic elements makes it interesting. But i would like to see some decent sound, more type of towers. Bugged out for me on the third level. Creeps just walked through my towers, straight towards the goal, then they are stopped by a cliff, but outside of firing range. Can't reach them with magic, they are outside of the gamefield! 3/5
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I don't like the slowness, largeness of map, or how hard it is to see creep health. I would also like to see the upgrade effect show up in the ingame info on towers.
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Finally a decent unity TD. I don't like that I have to click around already well placed and upgraded towers to toggle between modes, feels like too much hassle for a TD. Also, overall the game needs to have more contrast, I can't clearly distinguish between different level towers. my USD 0.02
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You really, really need a "Send Next Wave" button. I couldn't play the game because it stopped sending waves on like the fourth level.
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I like the new unity games. They turn out good. Maps were big and had great ways of altering the enemies paths. I would love to see a level up system involved. also a skill tee for towers in upgrades, just choosing what type they are made it easy for me.
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Not to bad of a TD game, just a tad slow. I liked the idea of changing the path of the enemy by placing towers in the way. More in line with the classic TD games, the more structured games are rather dull to play, this just adds more replay value. Just wish you had more maps, way too short but a very good start. Hope you continue to work on this one.
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Difficulty curve needs work. On wave 10, the creeps can't get halfway through my tower maze, but then come wave 11 and I can't stop a single one of them. Difficulty of creeps should not increase exponentially in between levels like that.
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A mute button has been added! It can be found in the upper right hand corner of the screen during game play. Also, any additional comments or suggestions would be welcomed - this game is intended to be part of a larger work, so I would certainly appreciate your ratings and feedback.
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Nice! seems the first 3D tower defence game. Althought, you should consider removing the possibility of changing the enemie's path.