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vesperbot, nice sentence dividing with both , and AND, you had me believing for a moment that you are smarter than everybody else
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Level 11: Put melee troops in middle, two per side. Bows on top and Magic on bottom, three of these per side. Don't upgrade the melee troops are there to protect the kids, use zombies to hold off the fairies.
Level 12: All Beasts, put the well on the biggest island. Put a totem on both of the sides, not on the islands. Put beasts on the other islands until there are 5 or 6 total and then just start upgrading while using zombies to protect the kids.
That's what I did, I found the beats most useful. Sorry if it is sorta confusing
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I'd say the difficulty settings are not from Gemcraft (Labyrinth) but from Hands of War TD, and are also made badly, both HoWTD and GCL have different settings multiply the resultant bonus, and this has them added. I say this is wrong, as multiple enhancers are multiplied in here. Also, seeing pixelated sprites of monsters on top of shaped towers is anticlimactic. 4/5 for now, but still playing.
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I cant get past the screen with the options START, MORE GAMES, and CREDITS. I can click on them but nothing happens. The sponsor buttons work but nothing else. I played just fine yesterday, nothing has changed so it should still work?
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Once you have enough upgrades, the hard badge isn't so difficult, just long. Use a combination of puddles and archers (with their totems). The puddles should be upgraded to the mind control, the archers to poison arrow. As the puddles with totems refill your mana, you can use zombies (also upgraded to three at a time) as infantry to slow down the fairies bellow your towers or to protect the kids. Up to the 6th or 7th level a zombie apocalypse backed up by 3 or 4 puddles is almost invincible. After that you will need the archers and the occasional fireball plus titan. Until then don't spend your money on skeletons. In the later levels the skeletons near the kids serve as a protection against mana accidental depletion or distraction. 5/5.
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I had trouble getting diamond on any level until I got those lil flame titans in my skill set. Gawd that spell is helpful in so many ways. Kill a large group, and make a blocker that kills fast. For cheap too! Great for those early levels you can't build much on. Between that and ranger skeletons, you can be set for a while on everything.
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It would be cool if once you 3diamond a map you if you could play that map in survival/endless mode.
It would also be cool that once you max a tower it looked different. Like the ground under it turns gold so it doesn't mater what kind of tower it is you can tell.
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"Just zero, beat any level without building anything or casting spells!"
Fake kid lv 5 and play lv 1, WIN! :p
(+ lv 5 wellfed for 3 stars)
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game's a ton of fun; I just wish the achievements would get checked off. (I've got the in-game badge for killing 2K enemies, but not the achievement for killing 200...)
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I thought the low graphics would bother me a little, but having completed the game now... I absolutely loved it! Great game, the details are nice.
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for lvl 11 very hard:1cemetery=max upgrade 4haunted cabins ,1archer traning camp 2watchtowers(venom mode),1 energy well=max upgrade 4puddle of the beast(darkness mode),2 totem of energy of energy for the zombies only,2totem of wealth.and on wave 12/12 watch out for the birds
idk if i help you with this. 5 out of 5 kids
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i love this because music i love great u dont work as hard so u can actually get up to get drinks or food without having to pause it i love the fake kids just 1 question when i finish i kill all the enemies and no kids gone only 2 stars
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Oh, and anyone else notice that level 3 is, like, really disproportionately difficult? Seriously, I have 3 diamond stars on both level 4 and 5 at this point, and yet I can hardly even beat level 3 on "very hard" setting.
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6, 6 6, the puddle of the beast, hell, and fire, were born to be released...uh...sorry, I do that a lot. Anyways, while this is obviously pretty good, I still have the same problem that I had since I 1st played this on ArmorGames; the combo of not being able to tell where you'll be able to place towers when placing a base-type one and the inability to sell towers back for full price during the planning stage results in regularly being forced to restart and completely re-place everything just to move one tower.The latter stated factor's fix is as easy as letting us sell towers back for full price during the planning stage. It's not difficult or complicated, it's just common sense. The one about base/tower placement could be fixed by changing the overlay when placing a base to indicate both area of effect and, possibly in a different shade or color, spaces where towers can be placed.
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entertaining game. I haven't finished it yet, but here's a suggestion for improvement: That little symbol that indicated upgradable towers is pretty confusing most of the times because it's not so clear to which tower it belongs. besides that: good game.
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Its some sort of hybrid between kingdom rush and dont touch my gems.......................................................................................?
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As far as I can tell, there's no actual point in levelling any spell other than fireball. At base level you should be able to kill around ten enemies with it in a single hit. By comparison, even once they're maxed out, chain lightning can only kill four in a hit, and the zombie will maybe kill three. There's also a lot of tower imbalance. I found most of the time it worked better to spam skeletons than use any other towers, since they cause enemies to stop in their tracks and pile up in one place, making it easier to fireball them.