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the implemented levels/paths are nice, as are the giants. but i somehow dont get comfortable with the game mechanics. there is other td games where it takes 10 minutes to get a feeling for the strength of your towers vs the enemy strength just by looking at the attacking waves.
anyways, more td games = better world :D keep it up
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Excellent game: the TD genre generally doesn't hold my interest very well. As an old(ish) gamer, I enjoyed the level of difficulty (remember when there were finite lives and static save points?).
One suggestion I haven't noticed: increase the relevance of enemy resistances. As it stands, one can entirely ignore archers; were it not for ghosts, one could choose to ignore mages instead. I think that including more specific resistances (wizards and necros - magic, thieves perhaps can dodge cannons, etc.) would add strategic depth. You might also consider adding elemental effects: fire vs. trees, water vs. barbarians/goblins (oh, the cleanliness!), paper vs. golems (okay, maybe not that one, but you get the idea).
Just some thoughts. Again, well done. I'm hoping for a sequel.
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Archer is useless comparing to mage. Both can attack flying mobs, but mage can also hit ghost and deal more damage, being only slightly more expensive. Better to focus on upgrading mage at first.
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Awesome game. Fun theme, cute graphics, challenging levels. And trying to climb the dragon is a hoot. A few possible improvements: (1) We're trying to select towers, not the minions on the towers. It's not like we can heal them or give them orders, so don't bother making them clickable; it only gets in the way. (2) Let us see the map and make upgrades and give orders when we pause. It's chaotic out there. (3) Mage towers and archer towers are the same, except mages can shoot ghosts, so archers are useless. Make archers good for something else; increase their range beyond the other shooters'? (4) Let us pick where warriors stand and/or their attack radius. (5) In the sequel, allow tech upgrades to add some classic effects? Poison the arrows, mages freeze, cannons have higher blast radius? Or is that too cliche?
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I think this game has crashed at least once on every level. It does get pretty challenging towards the end to the point that a speed up button would just make some aspects rather difficult. Good game.
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i wish you could manage your towers when paused that would make things a little easier when you are swarmed with enemies
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To use the blow spell, click and hold while it's turn on, then quickly move it in the direction you want the wind to blow. Basically, scoop up the enemies with your point and push them where you want them. This really should have been explained better (at all) by the game.
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Sorry, but the fact you make us build certan towers that are all certian enemies can be killed with makes this a fail.
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This is a really well made game, but the monster resistances currently feel very incomplete. Magic needs to be weak against at least one boss type, maybe the trojan horse or dragon. Archers should be strong against certain units, given that in their current state they are worse than magic towers against almost everything. Once I got my hero's damage maxed with some extra HP, I was able to get 3 stars on all stages simply by spamming magic towers everywhere, with a few soldiers to hold the lines, and a cannon or two to better deal with groups.
Overall, this is a fantastic TD game. I love the giants and the way units interact with them, and I can't wait to see what comes next in the world of Tower Defense. 5/5
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If I might try to offer constructive criticism: Add an "Easy Mode". I find this game slightly easier than "Hard Mode" in other Tower Defense games. Personally, I find it to be a good challenge, and I don't want you wrecking a good challenge by making everything easy. You went to the trouble of making a cool game, though, so you might as well add an easier mode for the more-casual Tower Defense fans. Regarding premium content: Ignore the person complaining about it; those of us who work for a living understand that you work for a living, too.
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Tips: Don't bother with arrow towers. Use Mage towers for single DPS, and cannon towers for mobs. Always place cannon towers in front of soldiers. Place soldiers all over the place, because this slows giants. a group of soldiers on a trojan horse buffed by the hero and beserk can deal insane damage.
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This game has great ideas, but its irritating how it leans towards being trial and error. You need to give players more options to get ahead, it's stupid how a player doesn't gain anything from a 5-10 minute stage except losing. Even if you change upgrades, there's still a chance you can drag out a level and end up losing. There was no impression as a player that "Oh poop, I lost, I'll try again" it's more like, "Wow, I wasted my time doing that, why should I try again and waste my time some more?"
On a final note, great game. Take off that premium upgrade stuff and make it free, it makes you look like you work for Zynga or those sad, desperate cash cows who make those crappy TCG games.
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maybe in a sequel you can have a a mixed tower... since when upgraded it just adds a level to it. so u can have a wizard tower with a melee on top. maybe it grants special powers.
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I think that this game is great. Well done in every way. The only thing that I wish was implemented was some sort of way to customize your hero...
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The mage tower seems underpowered for its cost. Against everything other than ghosts, the archer tower fares better. Also, why do parathieves have so many hp compared to other early minions?
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Great game, so dificult and amazing. I find what i think is an error. When the hero kills a giant, him fall and be stuned for a while, and if u give him an order at the time between the giant's death and the hero's wake up, the hero dont remember that order when he wake up...i think it will be better if u can tell him an order and go to upgrade towers, because in last levels it's too hard to be slowly making this things...