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nice. 4/5. needs achivments and somewhat upgraded sequel.like more then 2 skills at a time, maybe an online game might be good, will take more time to make though,
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I'm tired of slogging through endlessly repeating levels hoping that someday my characters will level up high enough to defeat this stupid game! Fix The Grinding BS!
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at about lvl 10 is when the game starts to really get slow lol but it does help to replay the levels thats the main advise and for all u who think the games is slow patience =P im gonna play runescape lolz
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Great game. But it definitely needs some improvements. Sadly, I doubt we'll see them.
Way too much grinding. I spent 5 hours grinding on levels. Which is slightly too much.
Regardless. Amazing game, rated a 5/5. :) Keep up the great work piron.
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To much grinding. And for what? Better skills? Noooooo, you can only use two! It really would help if there were less skills per charachter (I said, per CHARACHTER, as in, different skills for each one, to make them all more special) equipment for each charachter (more customization, please) stats (like STR for mellee charachters, INT and DEX for more range based on the magic and bow sides respectively, and CON for more health or less damage taken) and the lower number of skills to be more effective. And as impolitelad said, one or two passive abilities per charachter (like say, Fire of the Demon, increases damage and fire resistance) would go a long way. As in, take this from average TD with a somewhat original thing going on, to an awesome TD with an original thing goin on. Just my two cents. And wall of text I suppose.
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The addition of passive abilities would go a long way.
A few ideas for the next one...
1. Make a second one :D
2. Make the story line prominent
3. Defined paths
4. more flavorful levels, the current designs are good but pushing the envelope never hurt.
5. almost everything whatabrain said ;P
All and all this is a great game, and i really hope we all see more of you work. bump for greater justice
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Love the game as a good pass time or while watching tv. The problem with the game is just that, I can easily play while not even paying attention. I can set up the map hit 4x and let it roll. Reason why is that im grinding Tyrant Halls now, I did the same with every other level as well, and its not the best way to work this game. There are different settings (Normal, Hell, Impossible, and Why is this even here!) So why make it so long and monotonous just on normal? Like the game, the style, the concept, and just about everything. Exept for the constand grinding of levels just to barely pass the next one. If the game was only more fluid then I would say that this would easily be a game that could end up in conversations with Cursed Treasure, Desktop TD, or Bloons Defense but the with all the grinding that is need to move to the next level I think that it will remain a common game with moderate fans and an average rating.
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addendum: take one shot every time you can't hit someone, because while the image for the character placement area is very large, you can't place your character anywhere near the actual edges. take 2 shots if the enemy you missed makes it to the portal, take 3 shotrhuigenuiernguerh DRINK THE WHOLE BOTTLE! do not play this game. it is full of unfulfilled potential. just drink and play solitaire, instead. you won't miss anything. 1'd.
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this is the only game on kongregate i would advise against for those with weak livers/stomachs:
1 shot for each time an enemy monster doesn't get hit until he's half way across the map from the hero that hit him; 2 shots if he dies; 3 shots if he makes it into the portal.
1 shot for each hero that dies while the rest of your characters live, due to the fact that you must grind earlier levels to bring them up to par. 2 shots if this now dead character that you unlocked is actually weaker than the ones with which you began the game. 3 shots if two characters die within 15 seconds of each other; 5 if they all die within 30 seconds of each other.
1 shot for each time a character ends up executing multiple attacks simultaneously; 2 if they end up killing multiple enemies; 3 for a boss kill.
even though it's a d ouchebag drink, i suggest jagerbombs, simply because, much like the mechanics of the game, it doesn't hit until considerably after you expect it to.
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this game causes my computer to lag so badly, it is ridiculous. it doesn't matter which browser i use, unless i've played a stage a few times, the performance is just horrible. you don't think we could have had a permanently-accessible quality setting? 4/5
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awesome game with a refreshing new concept. and the grinding for exps is ok as long as i can do other things at home such as dish, cooking, cleaning up, or go shopping. =)
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Good addition to the gameplay. Could you add the cooldown display to the skill select window, so you can select skills that are ready? And maybe make the portal skill arbitary, so if a hero has it skilled it can be used without selecting it, that would speed up juggling. One thing i was wondering about is, are the descriptions for the shield maiden stats in the guide correct? It says she has 10 mana/sec regenaration at level 25 and that should allow usage of tier 1 and 2 electric skills without loosing mana(9 mana/sec) but at lvl 30+ she still looses mana(no cooldown buff or anything on her).
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@blackscreen: no, it's not a bug. he takes a more direct path ;) @fnumb: there is no active penalty for repeating a level, however, as your heroes level increases, the difference toward the monsters level increases as well, so there is a small xp penalty. @patapon: shield maiden is an umbrella term for any warrior woman, be it with sword, spear, bow or dual daggers :p @all, regarding the strategy issues: the first normal missions are meant to make any player know the game and the details like skills, "juggling" and so on. later normal missions and rest of the campaigns, however, cannot be finished even with 50 level heroes, unless you actively manage your heroes and their skills.
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the experience received goes down if you repeat a level? for a game that's so reliant on grinding that seems like an odd penalty
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The Flame boss in the end of Slayers Tower: Walks in a line straight into the portal, not the roundabout route that all the other does. Bug?
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There seems to be a death bug with the creeps on level 8. Right on the middle top of the level. When the creeps die, they just stay there in a looping death animation. It actually didn't let me complete the level because of that bug.
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kinda interesting but there isn't much strategy involved. ranges are really short and mazes are hard to cover so all you really do is grind until you can one shot the mobs and then stack all your towers up because of the high number of aura abilities. i see potential though, if you cap tower levels per stage and make the game more strategic.
one thing that would be useful also is to have a DPS meter to rank the towers at the end of a stage or something so people can see how well their skill build is going.
also the whole shieldmaidens having passives and no one else having them thing hurts it a lot. with the micro system in this game id rather just grind out levels and use two simple abilities than level up a bunch and try to use them all
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Little bug: while reading storyline for levels - moving the slider with mouse scrolls the map in background instead of box content, however slider arrows work.
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The archers [shieldmaidens] have a huge skill tree advantage just with the addition of passives. Once over Lv30 skill points become moot for everyone else. And after that you just want hp tanks to endure your way through all the levels. Unless you expected everyone to watch the weaknesses and continuously swap skills mid-waves?
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If you're looking for strategy, you can find plenty of it in the hard modes - hell and eternal damnation. Also, the tough levels are not necessarily the high ones. Army of darkness level 9 is good too.
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love the game. one more sugestion would be regarding the need to switch abilities around for diff enemy types. if u coud choose an ability for each person and hotkey it. ie 5 hotkeys across top ice fire spectral phys lightning
then wen u clicked them the chars abilities wud swap to the abilities youve chosen. meaning that after setting it up it takes one click to prepare for fire then another click to prepare for ice. wud make it much better for tackling the more difficult levels.
oh and each char should have one passive stat that spare points can be pumped into
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I have to say that this game rocks. Some tweaking on it could be done of course. For instance, mage spells that don't do damage are pretty pointless in my opinion. Mages could use some passive or passives. Synergies with elements could also be a very good option. The other classes seem to be okay. It would be good to have the basic attack in addition to two spells for future versions. You could tweak the basic/auto attack to be weaker or increase the monster hit points/armor to compensate. Thank you for making such a cool game. Come up with a business model for version two. I love to program in flash if you need a hand.
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I really like the extra modes, they add a lot to the game. Took me forever to beat eternal damnation on the first stage... had to constantly switch up skills on the last waves. It's also nice how sometimes there are tons of guys and other times you have fewer, stronger ones. No one skill spec seems the best for everything.
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There is one thing I have to complain about - The recharge time of teleportation skills is making them useless. It should be significantly reduced , if not put to 0.