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What is the point of resources...? needs better description, and well... more gameplay... Also reminds me abit about mindcraft, mindlessly punching rocks, trees, crates and monsters
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Changes:
1. Counter showing how many zombies are left to spawn.
2. Ability to walk through zombies. They can still hit you, but at least you can take a hit and get away to avoid being irreparably cornered at the far edge of the map.
3. Higher weapon damage - as it is, you are forced to hide behind gates. This does not make for a good, balanced game.
4. More variety in weapon upgrades. Melee alternates between short range, higher damage swords (final one pushes) back opponents, and longer range, lower damage spears (final one with piercing damage) . Range weapons alternate between longer range, arcing slingshots (final one with splash damage), and the current shorter range, flatter arc bow & arrow (final one with piercing damage).
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Great game, i knew i love Armour Games for a reason. 4/5 my only issue is the length and the safezones; they can qet quite repetitive. Would also be nice if the zombies could pop up in other areas also, rather than be stuck in one zone.
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The Magnet upgrade seems useless given the items from chests automatically fly to you, and most resources will fall at your feet. The only thing it may help with are units you killed with your bow ...
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keymapping is retarded, use q,e instead please or let us change them in game. fun game ruined with frustration of unused new key mapping.
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Beautiful graphics, obviously a lot of time spent making this, but the bottom line is it sucks. There's only 1 way to win, and it's way too repetitive. A good defense game does not force the player to do exactly 1 and only 1 thing or he loses. Ultimately, it fails at what makes defense games great.
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I don't normally give bad reviews, so I’m gonna try to keep this short. First: I’m not trying to be mean, I just call them as I see them. Second: The ranges are terrible for the weapons. And even the best bow, while almost reaching the edge of the screen, doesn’t allow you to hit zombies because they are ‘too close’. Third: The only real strategy seems to be hiding behind the gate waiting for your stun to grow so that you can axe them a few times before hiding and waiting again. Fourth: not only are zombies that hurt you as they spawn from under you bad, but so are zombies that can juggle you. That’s just bad game design there. All in all just a boring game. Even the king is so bored that he has the same lifeless expression as the zombies. Anyway, don’t take this too harshly, I managed to play all the way through the game despite these things, thought I wouldn’t recommend it to anyone. Don’t get too discouraged and keep making games!
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I couldn't help but notice that he almost always has the same bored facial expression. You would think that since his life is in danger he would at LEAST look concerned once in a while.
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I loved the game, but when i bought the last bow, it somehow started missing even when the zombies were very far, also when it happened the missed text did not show up.
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It's really easy if you know what your doing. First run to a corner and attack zombies with your bow, when they get too close use your sword. If they overwhelm you, stomp and run to the other side of the area. Repeat until only one zombie remains. Now stomp to cross him, and mine all the boxes.
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Great game! I enjoy it very much. The art direction and the music is very lovely and match fully with the game style. However, the weakness is actually in the game play. Flying Castle upgrade is almost uncontrollable and the different resource are not really differentiable in term of function. Weapon upgrade is just by the ATK different and does not add much variable in game play.
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Eh... so-so. The game-play has no depth, but it's fine to kill a half-hour. I wouldn't play it a second time, there's simply no reason to.
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Zombies come to the Safe Haven door and stay there. This makes it impossible to continue without dying. Stunning is useless because it doesn't effect all of the zombies and the ones that are not effected will hit you back into you Haven. Not being able to kill the zombies allows them to build up. I suggest when entering the Safe Haven the Zombies lose interest completely. So they walk far enough away from the entrance for you to escape and kill them. + if you support this idea or have the same problem.
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Skipping to the next wave is kinda bothersome, but there's no indication on how much the resources contribute to castle progression anyway which is also kinda bothersome. A progress meter there would be appreciated, just so collectecting resources feels like you're having more of an impact on things.
I also find movement in the game painfully slow, and the speed upgrades don't have much of a noticeable difference. This really makes the game experience drag for me. Similarly with the upgrades, with the slow pace of the game, slow income, and small margins of increase nothing really feels worth it and just lengthens an already slow game.
It's not a bad game by any means, but for me I can only give it 3/5 as the problems I have with it personally kill the experience for me.
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i would like it if you could harvest all the ressources on the map before it says succes... boring to keep ONE zombie alive to be able to do it
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It's a decent concept, but I feel like what it lacks is a sense of urgency. The zombies stop spawning, but the boxes don't seem to - the most efficient way to progress is to leave one zombie and wait. The combat is sometimes difficult, but not especially so, and the stomp combined with the gates gives a little too much room. That said, the art style is very expressive, and I've seen much worse. 3/5
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can you change it so that when the level is over you dont automatically go to level over screen and leave behind upgrade materials its frustrating.
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please don't end the level when the last zombie dies! add an "end level" button instead, so i don't have to figure out how many there are and make sure to keep one alive before i go and collect everything there is to collect!