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I don't recongnize your face...are you you new here?.....Yes...well then I welcome you without checking any of your identification
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I played Enigmata 1 and 2 to the death and I consider the 2nd a real flash game masterpiece.
I hope you make Enigmata 3 one day, TDs got a bit stale for me...
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Wow this game is great. Its a whole new experience of TD and not just a remake of "Kingdom Rush". Keep up the great work!
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Interesting take on the TD genre and pretty nice one too. Although I can't say I enjoy it as much simply because the reason I like TDs is the fact that I can take my time to enjoy a well layout defense make mince meat out of incoming enemies. But I see how this would appeal to people who like RTS.
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Hey guys thanks for the comments, if you like the game don't forget to rate it a 5, the rating is kinda low right now. Thanks!
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Cool game. One small - or big - bug, if you go in the unit data window after the boss was defeated but before level end - it would not end ever. Encountered on the level with two bosses.
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This series is one of the only games that I get incredibly addicted too... Thanks for making me anti social for the rest of the day
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Weird, this should be rated a lot higher, probably the second best tower defense I ever played, right next to kingdom rush.
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Genu..? He's the bad guy from enigmata 1 and 2..? So it's the past i guess, before all of this happen. Gotta love it.
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Having played with both auto scrolling and manual mode, I find that the auto scrolling remaining enabled when the skill bar (or an upgrade menu) is up causes me to miss my target frequently. I think when an upgrade or skill bar is up, scrolling should be disabled until that menu is closed. (I especially notice the scrolling when reaching for the confirmation dialog on upgrades). I have taken to manually pressing space when I pull a menu and pressing again when I'm done. I also think that a lot of people think it is a glitch that clicking pulls up the upgrade or skill bar when one is already open, not understanding that simply moving the mouse away from the menu will close it. Perhaps the first click should simply close the upgrade/skill bar to make it more consistent with expectations?
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yes,like a but a bank slot with in game money and the price goes up each time you buy one.i think we should have like 200 bank slots so we can change our entire units.i dont need gold gen when fight other players or.i want to be able to have spare armies if things go bad so i or have lots of back up unit lvl7
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1)Not sure if this is what gotoxy ment with max range possible, but Zakana towers seem unable to pass from a certain range. When you boost them, the circle keeps growing, but shoots disappear before reaching it's border. If this is intended it will be nice to know how much is that top range.2)Not sure of this one either, I have some rank 7 towers, and I haven't seen anything about that rank up button, ¿do they have to get enough exp for another level? Also the exp bar is always empty on my rank 7 towers (even if they gain exp) don't know if it's intended.
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Wish we could see the max range possible for each tower or no max range would be even better. I dont understand why, but i dont get any drop of special tower in my new game(redoing stage 9 for good res) got 4x Gold Gen (Same as my first game) and 2x Telsa and some wall.
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as per Godeke's comment, could you please find a way to improve the skills bar. Currently when I want to spam skills, I use 7, then switch to 7 different skills, then use 7, then switch skills ... and I repeat this over and over again.
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I don't know if there is a way and I haven't find it out how, but there shoud be a way to rotate towers, especialy the "defensive wall"
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@ZeroMoge: there are three difficulty settings to choose from and if you get past the first few levels you will find you need all those units and upgrades just to avoid losing units every battle. Losing upgraded units hurts, so it isn't as simple as the initial rounds make it seem.
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Interesting concept. The ability to pile up towers in the beginning, along with the upgrade system can be really OP, though, so maybe give enemies 20% more health to start?
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Really love the music... reminds me a bit of Moonpod, which is a good thing. I wish there were numeric hotkeys for skills.
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Aw, I just noticed that you changed the last level regen's regeneration time from 0.1 to 0.2. :c That explains why this wall dies faster now.
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I highly agree with Godeke about adding that key. xD 'E' would be good but idk about shift. Maybe ctrl would be better o.o
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Since I use the WASD keys, "E" would work for that side (it is a common "use" key and remains near the numbers as well). For users of the arrows I'm less sure: perhaps the shift keys?
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The last few battles sometimes get so thick with targets that pulling up the skill bar by clicking on the background is difficult. Perhaps a key to summon the skill bar would be useful?
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My pleasure. Hopefully my comments were useful. xD Anyhow, you fully deserve that 50kreds :) I think I'm addicted @.@
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Wow I just noticed something. Once you load a game, you cannot go back to main menu to start a new one without refreshing nor can you load a previous save without entering a battle. Maybe you should add a "return to title screen" and/or add the blue "load game" button when you click one "save/load" in the world map. :)
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Upgrading the RS Amplifier level of a galaxy turret after it upgrades from a nova turret reduces its damage output by nearly half.
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51 units are the limit? I was hoping for as many as I can get.
I also noticed that the Scorpion unit doesn't pack hardly any
punch when fully upgraded.
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I have a suggestion. How about you added a way to move several towers at once by pressing a certain key (or a button like the "lock" button) to toggle some kind of click-and-drag selection. I don't know if you understand what I mean. That or maybe makes it so that all the towers move when you move the central base after toggling that certain key/button. It would be useful in my opinion.
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Enjoying it. Like the feel. Movement of towers is smooth. I will continue to play this game and will now keep up with this developer.
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I'm not sure that the short skill bar is doing what is intended. If it wasn't an attempt to limit how many skills could be used, it would make sense to just make the skill bar grow with each new skill purchased, because I'm cycling almost all of them anyway. If it *was* an attempt to limit the number of active skills, then I would suggest locking those at the start of the battle.