Way too much luck required. It is far too easy to get stuck without necessary resource(s) and have to constantly discard. It would probably greatly mitigate this if the bases supplied a resource (not necessarily 1 per turn; resource "tokens" could be generated by bases (each base generating tokens for a particular resource type), which would become a unit of that resource once there were enough tokens of that type)...
Very good (apart from the grinding necessary to get past act 2). Notable nitpicks: Polearm can attack the front row when unit is placed in back row, but can't attack back row when placed in front... seems kind of wierd; also, fireball spell should be able to be targeted on an empty square (there have been many times when this was desirable).
Over-all a decent version of the old Robots game (I despise death "achievements", though). Also, while a one-a-level holy water use makes sense for the static story mode levels, it makes it very luck-based the further you get in the endless mode with a random level generation (even allowing accrual in endless mode one would still need more luck the further they get in, but the amount of luck needed is mitigated by their ability to conserve them). Cujos on adding a continue feature (I learned Java by hacking Ethan Koehler's Daleks! game, and added several different dalek types, concentration camps, and even the Supreme Dalek, but I didn't think to add a continue feature. Then my hard drive fried :( I've been meaning to re-do it in Flash, but my procrastination gene won't let me.)
Well, as much as I'd lilke to play through, I am now at the point where no keyboard or mouse click events register in battle -- which makes it impossible to play (shutting down and re-starting the browser doesn't help, and I'm not going to keep re-booting my computer just to play this, assuming it would even help). The silliest part is, that apart from the unnecessary swoop in to the battlefield, the 3D could easily be 2D images of the exact same pictures and no one would be the wiser. Oh, well... I guess I'll just go and play the original (again)...
Is there any way to upgrade my stats (levelling up only adds to maximum hand size, yes?)? If you don't want to add stats for levelling, might I suggest at least adding them for achievements?
Would be a decent platformer, but for the slew of near pixel-perfect jumps that must be executed (the first bit with spikes above and below near the third gate, unless there's another way 'round?)...
No, you really need almost pixel perfect =). Actually, the minimum gap between 2 spikes is 18 pixels, and the player hitBox is 10 pixels wide, so almost 2 players fit between 2 spikes in all situations. In the parts with spikes below and above, just don't use the full jump, just a touch in the jump key and you're fine. Thank you for playing!
It freezes on me far too much, which is even more frustrating than the impossible-to-not-lose ramp in difficulty (if you're going to require grinding, don't make it so you have to LOSE to grind). Has potential, though.
For some reason, after I defeat one province, when I go to fight another province, it doesn't let me play until after I load (it looks like it thinks I've died)...
Not bad, but when starting/respawing it should have a short invulnerability period (or just freeze the player's snake until a key is pressed IF you add a death animation). Death should also be undesirable; at the moment, it doesn't seem to have any ill effect at all. It would be nice if the body of my snake looked different from the others, so when I have a long body that spans multiple screens, I can still tell if what I'm about to chomp into is me or not.
Nitpciks: If "closest to the exit" isn't a targeting option, at least have a "farthest [from tower]" option -- it would be more useful than the current "closest [to tower]" option. Also, targeting fastest seems to check unit's NORMAL speed (so slow/stun won't make them change targets; not sure if it happens all the time or only sometimes). What's with the ranger champion missing targets at certain angles? Since I have very little practical control over who it targets, it becomes more luck than skill defeating levels at harder settings.
Good, entertaining TD. Technical defects: If a support tower (i.e., power/speed/range enhancement) is placed when Eagle Eye is active, the towers have (and keep) extended range. If a support tower's effects would decrease a unit's stat below minimum, it appears to just ignore the tower altogether, rather than set to minimum (judging from the tower stats screens and eyeing the speeds of the towers). Arrow rain continues even when paused, so I can force units to stand underneath it rather than walk through (likewise, you can make shots miss this way).
Nice concept, well implemented. Would like an empty queue space I can use for swapping, and some limitations on the chances of getting a particular building (getting almost nothing but houses and apartments (or almost no houses and apartments) 20 times in a row kind of skews it more toward luck than skill; every time a building enters the queue, the chance of it appearing again should decrease exponentially, and increase every turn it is not selected).
??? I finally made it all the way to the end and beat the green boss, and... nothing. Not even a "you win" message, no constant looping of levels. Really, it shouldn't be that hard to add a simple end test and message (even if it is only temporary), nor would it be to constantly loop the levels, adding a little extra life to the enemies.
OK, I just recently got "Treasy Treasure"... Kind of anti-climactic, really (and way more time to complete than is challenging). I would have preferred to have bandits coming in to steal the gold that I would have to fend off while shooting the gold, rather than a time limit...
Good, but a few issues: 1. enemies start shooting before they're visible -- this is particularly annoying with the boss. 2. If two enemy shots hit you at once, two lives are taken (which is okay, I suppose, if that's really what you want; usually, there's a short "get ready" invulnerable period... Which should also occur at the beginning (no mouse-to-keyboard races, please. Ideally, game would be frozen until keyboard input is received)). 3. If there is no reason NOT to fire (no ammo, no overheating, no accuracy bonus, no enemies that chuck shots back at you), why not autofire? 4. The very sparse powerups only seem to have one level. Instead of the generic "P", maybe you could have "V" (for V shot), "II" (for double front shot), and "^" (for a slow but powerful wave cannon, or maybe a shot that follows the player's movement)...? These wouldn't be cumulative, necessarily, but player could try to get them or not based on whether they want to use that weapon.
Good, simple game. Shooting the moving gold seems a bit too precise (I have to hit the yellow part, not the orange part, I assume? There were several times when I clicked on them that they just flew right by anyway). It would be nice if there was a bit of forgiveness with the final goal (e.g., 90% of possible gold acquired; possibly a combination of gold collected, enemies killed, and civilians unharmed?). Other than those small complaints, good job.
It doesn't appear to notice and notify when there are no more moves to be made... which is very important for these kind of games. While this are not the most overdone genre of games, it seems like it, because there is so little to the gameplay and little variation between the different games (when there is any at all). Try to think "outside the box" to find a new and compelling variation.
The way the game is set up, it is best for people who have a whole week entirely free and nothing better to do: the longer the cooldown time, the more precious the opportunity to use the action, so the more imperative to use it when it becomes available. If there was some kind of "action reserve" that could be built up while you're away that would offset cooldown, it would make it much better for the rest of the players, IMO.
Allies will let you stick your polearm past them. Enemies won't.