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Great game, had a lot of fun and I'm glad to see Archers don't get the short end of the stick once you pick up mages and cannons like so many other games have done. I guess my only complaint is that it froze up twice on me while playing. I could still move my cursor and screen, upgrade a tower or two, but the action was stopped. I suspect a null or NaN took effect when the bosses were killed. This happened once on mission... 3, I think it was, and 9... well, the one with the giant trees.
Hopefully the game hang issue can be fixed! I'm giving it 5/5 because I had several hours of fun.
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man... I just wish I had more gold to start off with! In later levels you really have to be precise with what towers you choose and where... Archers are cheaper than mages, but mages are so much more vauble cause of the ghost thing.
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Oh, joy. Another less than Kingdom Rush game. Come on, guys. While I'm sure making a flash game is difficult, at least be original.
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"Hey Vlad! Once you are finished with that mammoth with a unicorn diamond on his head there is a dragon coming just over the hill - could ya kill that too?" "Sure, good thing I work my right arm out so much"
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Crazy good and fun game! Nice graphics, good game-play, challenging, good music and... fun! Just kinda wish there was a reason I was defending against all these golems and dragons, etc. Maybe they are just jealous of my pretty blue castle flags! Hehe anyways well done!
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The Archer tower is made obsolete by the upgraded Wizard tower. There needs to be greater distinctions between the two.
That said, fun and challenging game. Well done sir.
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I dont know what act (lvl) - the one in forest... is just too hard compared with other lvls... epic i would say.... unbalanced totaly...
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one error in the beginning like in stage 5 i think it is like u set our canon and warriors and they send for the first time some gargoyle and u lose because u never new only mage and arrow people can hurt them
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I can't do this. The game is too small. My eyes hurt. Make cinematic mode actually expand or full screen please. Not playing until then
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it's a little hard at the beginning and the hero i think is too weak,in fact,i barely know where the hero is and who is he fighting with when the enemy rush to the screen because i focus on the towers.It seems the hero is not that much important.
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BUG ALERT!!!
Top row in map(the 3 levels up there): the rightmost of the 3 the game crashes screen lock at wave 27 or 28 around there.
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Treants are way too tough- even max damage Bladefury hero takes a long time to kill and then you have minions and other enemies.
It should be at least something like cannons have 10% chances of knocking Treants down for 10% damage and extra while it gets up and Magic has a chance of burning.
Archers are useless- poor range- poor damage. Cannons are the only decent general ranged weapon.
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Great game all round. The onlt thing that bugs me a bit is there is no mouse map dragging. I am using the mouse for everything BUT looking around the map. Great game 5/5 But I kind of wish I could juct click and drag. Great game though :D
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Nice game! Only thing I would suggest is either a save system (so we can manually save during a level and reload it) or some kind of checkpoint system (where it autosaves every 1/2 or 1/4 or something) so that its not so tedious redoing levels over and over to get all the honor! Other than that prett good :P
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Nice idea making a platformer TD game, but I find there are couple of anooyances when playing this: First of all, it starts out a bit hard. Maybe it's just me, but found I had to repeat the first level for honour so I oculd beat the second. Being able to select your towers priority/precedence would be nice, as well as Swordsman placement. Definitely needs a full screen mode. Other than that just more variety and content. Has great potential, just lacking some things right now.
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Great concepts with unique map designs but as other people have pointed out the difficulty curve ruins the game.
Even more when the map design spams piles of bosses so every fighter on the map ends up being useless for blocking rush mobs.
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Agh, screen navigation is not explained until too late, neither is Heroes or enemy flow. Pause does not help with extrapolating rules that haven't been explained. Grr, arrgh, will not play. >_<
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Is there an attack speed? It should be listed as well under the attack information. Better yet, a DPS would be great.
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You're kidding right? You're asking people to play for a 2D flash game... If you're looking to get rich, you're in the wrong line of work.
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As others have said, only magic towers should attack ghosts (along with melee to slow them down), magic towers should prioritize ghosts/imps over giants, and archer towers should prioritize imps over giants. Would help a lot with the frustration of 6 ghosts running by a magic tower that's wasting its time attacking a golem!
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Continued from my other comment!
Major lack of variety. Slow mechanism plays into this. It seems like the mages and archers are the same, and the only difference with the cannon is a little bit of damage and splash. Otherwise they all just feel like the same ranged tower. Also splash becomes ineffective when a) the only way I can make units group together is through the wind spell and b) the area of effect is tiny and can't be increased through upgrades. Another thing I noticed is almost all of the upgrades are the same across each path just reordered. Perhaps that would solve the way people are asking for tower upgrade splits- rather than putting them in game if you can't implement that, put it on the upgrade tree.
I'm not going to reiterate the speed-up button, but speed-up button.
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I gave the game a 3 because I like the play and feel, just there's some elements missing. Maybe I'm crazy also.
A major issue with the difficulty is the lack of the slow mechanic found in almost all tower defenses. Something like the Trojan Horse is unstoppable by units so it's a little problematic that it can roll on by with four level four towers pounding on it. The Golems and Ents I can live with because they stop slightly for ground units although not really. Perhaps as an easy fix make the mages have an upgrade to slow.
The tower stacking mechanism. This is interesting because it's pretty creative. However, the way range moves it essentially kills a "choke point." When a towers upgraded, the range shifts, moving either out of where I want it, or into where I want it. Either the bottom tower or the top tower has what I want in range for a long time, but not both. This quickly becomes cost inefficient.
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Is their a chance you could lower the price of the premium content, it just seems...expensive for what you currently get from it.