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with the latest updates it seems the special abilities have no effect at the higher levels - even the swordmen have little effect - they might grab one guy out of a wave and hold him until he is dead while all others run right through.
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You know what. I like that you upgrade the game like this. You don't see this very often among developers. I keep coming back daily to this game just to see how it evolves. Keep up the good work :)
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LoboFeroz - Thanks for the ideas! I'd love to make some new towers & I will make the winning duration and strategies different on each - as well as the survival mode!
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Swordsman are the only units that now actually have an ability at higher levels (re: slowing the enemy down).. my bad that I thought oil did anything but damage. On higher levels, you can forget about special abilities at all for the remaining units. Maybe now developer will neuter swordwmen too. Needs major work, but I actually liked it before all the "tweaks".. now it's just frustrating. Would have worked better if they removed the immortal enemy/infinite slow bug and downgraded necro abilities slightly. Looking forward to version 2.0 and hoping it's more complete when release.
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Very original, has a lot of potential, I think this could become a saga like gemcraft or bloons TD.
I also like the author's constant refining of the game. It shows a commitment to make a great game.
Also, listening and implementing player's suggestions make players give even more suggestions :)
For the second part of the saga, a variety of castles with different setups of tower slots, ramps and so on would be cool. Also finite levels (with a "survival mode" level also, resembling this first game), global upgrades, achievements and so on...
Another suggestion: there are opposite fire vs. ice mages. The opposite of a necromancer could be a priest. Priest could use light damage, and could heal the castle for a percentage of damage inflicted.
Another addition could be machinery like ballistas or catapults, and stationary defences like a castle moat, ground spikes and so on.
Great work so far!
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For update 1.91. Special abilities are useless now. Slow is too weak, archers are better. Fire and ice mage multiple hits are too weak, necro is better. Necro instant death dont work after level 100, i had 15 high lvl necros but to lvl 150 no instant death happend. If archers max lvl wasnt 10, no other units would be needed. But good game, i like it. Add story, research, more lvls and it would be good alternative to gemcraft
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so apparently I'm playing this after the tweak to remove the necro own situation. seems a decent game this way. made it to lvl 110. not much real strategy here though after initial placements. prefer other types of TDs personally. good effort though. needs instruction/details though.
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I left it running for the day. I'm now on wave 9613 and have 4,607,884,703 gold. I can't level up the last necromancer because nothing ever reaches it so it can't get experience. How much longer should I leave it?
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Again, developer's "improvements" have rendered game unplayable. On higher levels, oil will not slow enemies at all. Enemies resist necro a little too well. Should have left as is and came up with a separate ver. 2. Downgrading my rating, nice concept, please stop tinkering with it!
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I am done tweaking this one. Necro and Stun still work, but with muted effects - eg: Stun is a 75% slowdown instead of stop, and Necros only have once chance to insta-kill each enemy.
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Seems like the developer's solution to infinite stun and immortal enemies was to remove all slowing power and necro ability. Nice try.. maybe you should start work on the next game and take the comments into account rather than continuously tweaking this one.
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I've played several TDs/defence games during my life and I have to say this has some potential although it has some major flaws, too.
First of all in a TD or defence game it is essential to know what kind of enemies you fight against (hp, movement speed etc.)
Second, the game's balance is pretty horrible. Tried with different setups and Necromancers simply own. No contest.
Third, this really is more like an "idle game". You basically play till level 100 and after that you go away and let it do the work. No challenge after that.
Fourth, little bugs, for example you can mute the game but unmuting (is that a word) isn't working. Also the quality options aren't any major. I noticed next to zero difference between high and low.
Anyway, for your second game this is brilliant job. I do look forward your next ones.
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Okay, i played for the 300th level... then i just let the game run :) Now, my worktime is over, and the game is on the 3967th level ;)
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I like that reactivity, aartform :)
This just needs the kongregate API, so we can see other's scores. And hey, perhaps it'll get badges that way.
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first row all maxed swordsmen, everything else maxed Necro.
bug when the exp gain is too high and sends unit's exp into negative numbers.
noticed when i was selling and rebuying unit past round 650
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I like the animation upgrades but I think the balancing is a little off. If I had to choose a game: Before update with so so graphics or after update with much better graphics I would chose the before.
lvl 319, I let it run while I went to sleep, lol. The trick is not to use just necros. ( Top 2 points should always be the boiling oil ;) )
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Nice simple game - I've got about 1/3rd swordsmen, 2/3rds necro's all level 10 and because of the hearts, theres nothing much for me to do from 300 onwards. currently 100 health at 450
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Escape doesn't quit any more - too risky! Until I add a safer restart you'll have to die (delete all units) or refresh the browser to restart.
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wow when you get over lvl like 70 only maxed necros and mages can handle damage also magics and necros sucks until they max lvld
anyway kgg (kinda good game) 4/5
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There was a bug that made Slow & Stun infinite - That has now been fixed, so don't be surprised if those high levels are a lot meaner now!
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Level 300, hitting "escape" now. A few Lv. 10 Boiling Oil dudes (better than swords, trust me) and the rest Lv. 10 Necros = live forever.
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Yup, again don't even bother about my strategy.. followed jibboo's advice, 2nd level all oil, 1st level started w/ swordsmen/archers, switched to necros, no need for mages at all.
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Also to be blunt this game has potential but fix the basics: (bug, interface, help section, explanation on the different units/abilities, monster variety, terrain/enviroment variety, etc). Also balance the necromancers make any other unit useless since they can 1 shot anything eventually.
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Necromancers can potentially 1 shot mobs...so yeah too easy since necros can in theory do 1 damage and get you past hundreds of waves.
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Didn't see jibboo's comments.. gold is now wrapping negative and positive. Would eventually die if I didn't catch the odd heart, some "immortal" enemies remaining on screen, whole thing looks a mess.
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210 .. still going, game gets buggy after level 150. Maxed out gold at 34 billion, maxed out all units (mostly necros).. easy way to beat.. space out 3 archers on first level, then add three boiling oil on 2nd level above empty spaces. Place swordsmen on remaining empty spaces on first level. Boiling oil is critical to beating game, you can stop most monsters in their tracks on higher levels. Added red mages remainder of 2nd level, two boiling oils, red/blue mages level three, all necros on spires with boiling oil on top. Later levels, delete all archers/fighters and replace with necros, level up. Higher levels were showing crazy disparities in experience, anywhere between negative 2 and 2 billion, so there are some bugs. Would like to see new version of this, maybe with different castles as levels increase, good concept, needs work.
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Final wave 398 after leaving it on fast forward and going away. Fix the "unkillable" bug. Fix the oil bug. That should take care of the balance.
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Oil should not slow people after they pass the dumping area. If they sped up after that I'd have died long ago. 277 and still going strong.
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Lvl 268 and no sign of stopping. Gold is wrapping negative and positive, same with experience on soldiers. Just put boiling oil across second level and eventually make the rest necromancers to "instakill" the unkillable enemies and voila, neverending game.
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1/5 because of the immortal enemy glitch.
1/5 because of how easy the game would be if his glich were fixed.
Just... 1/5 period.