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Excellent game, very well thought out, and a much greater expansion on the previous three, but I, personally, much prefer the upgrade system for the in-game characters that was in Protector III. The upgrade system for yourself and the heroes is brilliant. 5/5
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I guess I'll have to join the rest and complain about lack of explanation, but also notice how those background questions resemble the ones in Mount&Blade: Warband. A lot. Otherwise, the game is really good, I just hope you fix the already infamous bug soon. :)
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I would really like a tooltip on the element/type symbols. I don't know which is which. The only one I recognize is the fire symbol.
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Watchers were too powerful with a speed of 4, but with a speed of 9 they're completely worthless. That nerf is a bit too large.
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can the scouting report show the element they are resistant to above the element they are weak - would make easier to plan a strategy. Also, can you make it that the player can choose if he wishes the upgrade screen to be the first to open when you click on a unit. I don't need to see stats of the unit when I'm constantly upgrading it, I just want to have the upgrade screen with one less click.
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The rounds here are a bit too slow, even when I turn on the speed up button, I wish the round or mobs move a bit faster... or the speed up goes a bit faster.
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For units, "Speed" is a misleading term because the higher this number is, the slower the unit fires. Please don't call it "Speed", call it "Reload Time" or "Reload". So far, I like this game.
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The game is great. But, it feels slightly imbalanced. I can recall several times I've done very well on a map, when ONE wave comes and rips me apart. Quite annoying.
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Filled an entire area with archers, until I had no money left... then some Knight walks through who takes no archer damage. This is what I get for not reading those paragraph long entries...
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Any way you could add a sell option to units? I'll sometimes find myself putting all my eggs in one elemental basket, then running into a boss with that strength and absorb, which can really screw things up without A) a sell option or B) an option to have specific units stop attacking.
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It would also be cool if there would be more various designs of "valueble items", and also (even more importanat) some "space" for the player to select and gradiate (arange them in chosen order, 1st,2nd, 3rd....) valuable items, because it is a bit confusing when I have to try to find a certain item (for example "elemental switch: cold" (especially if I have arround 90 items:).
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One of the best free games I have ever played. VERY customizable. At first I was like a mage is a mage whats the diff, then I saw they had different attacks different ranges, different skill trees, a very creative and well made game. Not sure WHO made it but you are a very talented designer, 10 years ago this would have been a best selling console game. stick with it and SOMEWHERE a game company with half a brain will snatch you up, cant WAIT for Protector V!
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The Protector games are fun. I agree with the comments and wishes for next edition. The leveling process is laborious and obscures the playfield. The experience system requires ppl to place units in a specific order if they want their defenders to be balanced. Units really need an attack priority - otherwise what's the point in poisoning a unit with your mage if the mage is going to keep blasting away at him and ignore unpoisoned mobs. I've had a few cases of an item permanently changing a hero's element. No big deal, but glitchy. Can't find all the store bought skill scrolls for sale. Need more info on game functions like stealing, looting, an gold return %. Melee is kinda useless, but I like them.
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As much as I enjoy the game, a few thnigs bother me:
1/ ranged units are the godmode. They attack everything and when have been upgraded, leave absolutely no need for melee anymore, esp. since melee units do nothnig when there's fliers, and thusly fall behind in exp.
2/ lvling up units evenly is downright impossible, leaving beastin' units at the front and your units at the back useless, meaning that swarms of fast enemies will fly into your crap units at the back and fly straight past
3/ not being able to delete/replace units is incredibly bothersome
4/ tile paving seems disproportionately expensive
All this leads to more failures than victories in my experience, and it takes a lot of the fun out of it, especially when you can't even level up your favourite melee heroes
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I wish there was some way to tell your units which guys to attack, my infection mages keep hitting the same guy, when they should be letting them go and infect other enemies so that the infection damage is actually done.
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The original Protector is what first drew me to Kongregate. The blend of strategy, tower defense, story, and style is something special and unique. Protector IV brings in so many great ideas it's almost overwhelming at first, but each aspect works really well together to bring a new and exciting style of gameplay. Each piece of the greater whole has been fine-tuned to build a cohesive game. The factions and various unit types, hero setup, marketing, and even the clever bits like "snakes on a plain" and the unit names make for a truly great game experience, well done!
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Advice to badgers: you'll complete the entire storyline before 'wisdom' is maxed for you, and if you take even one point of it it'll just SLOW down your exp progress all the way to winning the end. And from my calculations, months beyond too you'll still be worse off for putting any points into wisdom. So like in version 3, wisdom is a total ripoff, worse than losing the exp for one level! I really really really wish those issues would be fixed and the game balance is also incredibly out of whack: after getting the last badge I'm still *weaker* than some one-hour-old players who seem to have much, much, much better heroes than I do or much, much, much better stuff without getting lucky with jones or putting points in looting or using thieves. Some of the hidden formula handicap people arbitrarily to extreme degrees - even more than putting 20 points into wisdom!! Nice game concept, but game balance is still in still badly in 'beta testing'.
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Still a good series..nothing changes much though. The only real issues I have is the upgrade trees are too complicated when its for a single character that resets every battle. The other thing is the flying enemies. If you end up missing that a flying wave is coming and aren't prepared, you can end up with only units that cant hit them at all. Lastly, what happened to enemies circling back around once they reached the end? Still a decent TD game though.
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the improved scouting report makes all the difference in the world. it honestly brings the game to a different level, by taking out the frustration you'd get by going with the "suggested element"