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5/5 very good game I like it! This game will be a best played favorited game in Kongregate! :D One of the best tower defense games I've have even seen and play.. :) Cangratulations!
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Good tower defence game but big mistake is this those sound when towers use fear,npc run and cry like baby ;//// so 4/5 this sound piss me off ...
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Oh, btw, for people who are having problems with ninjas... the fearful crypts are godmode when you get 3+ up all the way up. Just sayin'.
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great game i went with the demon side just cause i liked the tower dont know if its good but it helps u with the meteor and tower damage and stuff like if they get the gem they get hurt the whole time
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Quite far the best game ive seen for strategy and its really fun i love the effects. Also it would be cool if there where more or diffrent music. I give it 4.9/5 for fun and effects music needs some work and graphics are good
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First time I've ever commented on Kong, just wanted to say, I really enjoyed this. I've always been a big fan of tower defense, but it was getting a bit stale. This is one of the more enjoyable ones I've played in quite awhile.
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(Continued) Another issue I had was with the Evil Eye towers, they would focus on the same target rather than targeting multiple enemies, and using the ‘Radiation’ to its full potential. It’s nice to know that some developers are trying new things, but there’s still room for improvement – 4/5
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Crypts are totally awesome (and maybe a little OP), huge range, bounce, and 75% chance to Fear the target. The Thiefs/Ninjas are also OP though... The only way to "defend" against them is to throw a Den at the entrance of the level to waste the smoke bomb, but that doesn't even work on all of them. Maybe add a building that is terrain neutral, costs a LOT of gold, and allows towers adjacent to it to target Smoke Bombed units, or a spell that reveals an area for a few seconds.
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(Continued) You had to wait for a tower to level, and couldn’t set down 2 or 3 upgraded towers at the beginning. Having certain spots open and different tower prices for each level (e.g Crypt costs $120 in one level, $100 in another) also made it feel like there was a pre-determined way for the player to beat the level, and again, restricted the player’s use of his/her own strategies. The towers themselves each had their own roles right from the start, although it took longer than I expected to get to the ‘Tier 2’ tower types (e.g Ghost Crypt, Evil Eye Temple), however, I did like how the towers replaced others with new abilities (Poison was replaced by the Evil Eye Tower, which allowed for more damage than usual, Slow was replaced by Fear from the Chilling Crypt, rather than slowing it would send enemies back to be attacked again which essentially serves the same purpose as an Ice tower would – allowing towers to attack the target more times than they usually would).
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(Continued) A Mage would conjure up a shield for an ally from time to time, Ninjas and Thieves would race ahead and act as a distraction so the other enemies could pass by unharmed (for a while), and so on. On a side note, I found Ninjas to be quite easy, using a Fireball early on (as they first appeared, uncloaked) would take out most of them, the ones remained would be picked off later on, as their shields wore off (most levels are big enough so that the cloak wears off before they reach the gems). Though the unique enemies were nice, it seemed there was a lack of wave-types (each wave had 15-30 enemies, or a single boss) that could have made things more entertaining, for example, a wave composed entirely of Ninjas (speed), or a wave with 50-60 Knights (swarm). Now, the towers: while leveling meant more here than it did on most other TDs, I felt that it restricted the player’s ability to progress at their own pace.
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Nice twist on the TD genre, saw improvement on many aspects of the genre, in particular the upgrades and enemies. While the upgrades focused on certain types of towers and spells, they also had ‘universal’ upgrades that benefitted the player, no matter what types of towers he/she used (e.g mana regen, starting $$), but by the end things got repetitive. Having multiple ways to unlock upgrades would solve this problem (similar to the upgrade system Homerun in Berserker Land had, you could use both Exp and $$, in this case the $$ would probably be replaced by the Stars you can get on each level, such as Excellent, or Brilliant). The enemies were also unique, each had a special ability or trait, but I liked the mana-based enemies the most. Their ability to enhance the abilities of other units while still being able to pose a threat by themselves was what made these enemies stand out.
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Great game. Love the skill system, the difficulty is just right, it looks nice too. Make a sequel, please. I'd really love to have some way of getting the gems that are out of the cave back, better than just the teleport skill. Some sort of units that drag it back or maybe a tower type that slowly moves them back. Also: mana factories, and lots more spells, that are more useful
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Freakin sweet... when I thought there couldn't be any more TDs made that wouldn't be like all the rest I am pleasantly surprised with this funtastical game 5/5
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Holy shit I found a bug. When the gem warps back to the cave..thing. I just had a ninja grab the gem right AFTER it warped. And the little bastard came and got it from where the gem WAS, not going all the way back to the cave. And now the timer is reset for the gem.
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honestly, the best td game ive played. One thing ive noticed: whatever method is used to determine how many gems you still have is wonky. I've lost a few times with a gem still in my base (fully untouched). it may have to do with the orc extra gem talent, because i first had this problem right after i got that. Otherwise, it's a fantastic game. Major props.
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It would also be cool if you could have a costly spell that brings the gems back into their cave thing if they've been left on the field or an upgrade that slowly brings the gems back to the cave.
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Ninja Bosses require planning in advance, they are not invincible. You may need some extra skill points to get 'brilliant' on some levels, but its easily doable. Dont put all your towers too close to the entrance. You need at least a tower right next to the entrance to activate their cammo, and a good defense near the point the cammo wears off. Just in case, saving mana for the meteor spell helps, since you can blast them while your towers can't see them...
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This is the best tower defense I've ever played. I only wish the skills you can upgrade had better effect other than just cutting costs. but still even with that its a 10/5. good job
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the invisible creatures are fine, you guys are retarded. Save your meteor shower for them and place towers toward the start so they go invisible earlier. I have 'brilliant' rating on all but 3 levels. My dude is lvl 24. Awesome game.
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Awesome game, already gave you 5 stars, though like a lot of other people, I have to complain about the ninja's as well, at least the ninja champs, on levels where they don't have to run far to grab a gem, they can run in disappear, grab a gem, and be out before the 5 seconds is up, needs some sort of balance there, as it's an instant loss of a gem when they come into play.
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Loved the game, but two things really frustrated me. First, when I shot a ninja champion right as he came onscreen, he would be able to make it to my nest, grab a gem, and get halfway offscreen before he stopped being invisible. Firstly, this pretty much doomed the gem that he took, and secondly, it made it impossible to actually get a brilliant on that stage. Secondly, the assassins. On the wave before them, I would stop the enemy before they even came onscreen. On their wave, they would sometimes run through 20 turrets unscathed, grab a gem, and make it halfway back before dying. It would be nice if there were some reliable measure to take against them, like some sort of tower would reliably hit them. This wouldn't be quite as annoying if them merely touching the gem made me go down a notch in rank. Anyway, great game! I hope to see more similar stuff.
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Not too much re-playability here, but a pretty solid game. Somewhat time consuming, enough to entertain me for a while. Enough variety to keep it interesting. Wish upgrades had a hotkey so I could upgrade faster, but that's just a minor detail. Adding a reset button for talents would make the game too easy. All in all, easy 5/5.
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things I would really like to see improved: 1. reduced camo time for Ninja bosses, OR less speed for them. otherwise it really is nigh impossible to beat them. Or give us a tower that can slow them for a while at least.
2. PLEASE include some priority system into the AI so that towers Prioritize Enemies that carry gems. it would be the most rational thing to do for those towers, anyways.
3. the timer for the spell that increases attack speed should be increased. Only 5 seconds is not that cost-efficient for 200 mana. perhaps make it 15 seconds, but reduce the speed boost a little.
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Awesome game - perhaps one of the best tower defense maps that I have ever played. It'd be cool if it had badges. I look forward to new levels!