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The position of the start/continue buttons are confusing; I keep clicking the start button by mistake, as it's more obvious and I instinctively expect it to take me to a "select save to load" screen like most games do.
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One of those buttons to lower quality would help for slow computers. The paths that creatures follow is random, a little too random. wish there were single entrances exits, and not the multiple entry points. Good otherwise. It's no Incursion, but it feels similar.
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Why does people complain of the difficulty? I say FINALLY a TD that I cant beat in 1 second, but actually have to try several times to get it perfect (and no, dont need to be lucky with skills, I now have 5 stars on every level on hard)
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With a few serious changes, this is a great 5/5. For now it's 3/5 for me because the upgrades are just boring and weak--you barely have a benefit from buying all of them. People like robust upgrade trees.
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A bunch of stuff in the guide is false - e.g. the Ice Queen's reload improves as she levels, contrary to what the guide says.
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Hey devs, I just noticed that the "Stone defender 10% off building and upgrades" does NOT give a discount. It's 108 before and 108 after I apply the upgrade.
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I agree, the artwork is really a great improvement, but had to change my rating downward because I feel that the upgrades do not keep up with the level of difficulty, making the final maps way too difficult to beat. Having to replay 20 times is not what I am playing games for, it isn't fun.
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Great game. I like having limited areas to place defenders rather than putting them anywhere.... also, I like how there are only 3 with clear cut roles. Only 2 changes I would add:
1) Allowing me to see their current stats as I upgrade them... also, when I upgrade them into the 1 of 3 researched roles, the change to stats
2) Have a video or short animation when I unlock a new reserachable role as to what the defender will do.. the descriptions help, but it'd be nice to know the damage, range, attack speed, etc. so that I don't have to blindly research it to see what the stats are.
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Skills descriptions don't match up with what they actually do. For example, first perk for stone defender states it increases damage by 10%, when in reality it decreases cost by 10%. It looks like the skills match up with the pic (Gold for decreased cost, ring for increased range and orb for damage)
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To be fair, the game doesn't seem very outstanding. It sure isn't bad, and I like the defender types plus the combo's you can make with them. The skills seem rather dull though, as well as the upgrades. Keeping the same exact kind of defenders all throughout the game (as far as I can tell after two levels and a thorough read of the skills screen) just doesn't appeal to me :/
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Its ok, not amazing but not bad either. In my opniion the incursion series is better... although i do like the deviation from the soldier type of holding units up thats the norm now
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upgrades win the game not strategy.. 1 aoe slow with 2-3 aoe dmg and all single target wins them all.. i had max stars on every level except on stage 1.. coz you know, that time there were no upgrades..
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This game shows that the dev can do nothing but "copy and paste". Last time he copied Kingdom Rush, so it went well, but for this, I just want to say he deserves the rage.
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The game's very playable, with only a few typos so far, but I don't see anything really different or better than other TDs.
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No leak strategy: Moks are cheap, and ESSENTIAL for avoiding leaks. Thors are cheap, and ESSENTIAL for avoiding leaks. First plan your final color layout: blue first at each entrance and usually about 5 blue spread out so the Moks keep everything slowed. Then identify the choke point (usually the gems or exit), a small number of towers so that all enemies pass a blue and a red right after it, and pass at least two greens. Leave blues un-upgraded and work on getting greens and reds upgraded twice. Add a few other towers if you need to, but get out Thor and Mok early. *Leave Moks unupgraded for a long time*, only upgrade Moks late game or on a critical path that's already upgraded and in danger. Add towers as needed and get Makujins. Important note: rapidly clicking on problem-enemies can draw fire to them, and seems to cause a little damage when they're in range of towers? It can seriously save you from a potential leaker, and can help quickly kill units with special abilities.
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My biggest issue? Accidentally hit the restart button and there wasn't a "Are you sure?" screen, had to restart from the last wave.... Now I don't want to play anymore.
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The fun thing about striving for high ratings in TDs like these is because the reward is great. Here, it's just 10% of this and 10% of that. It would be a lot more fun if the rewards were higher and actually noticable.
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It isn't very clear as the spells are introduced, how the magic system in the game functions. In similar titles, the magic buttons are always present, and take time to cool down. So far in this title, the magic appears to be one-and-done. Are magic spells really one-time use? Why do I have to keep paying for unit type research every level? This extra mechanic over the game you're obviously cloning seems a bit arbitary, and almost absurd.
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Yeah, nice, but...yawn! The same procedure as every year. New inventions please Armor Games ;) 3/5 And I don´t know what kind of PC´s you all got but I am playing at work and this PC is really not fast and no problems with lagging ^^
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WOW, laggiest game I've played on Kong in a LONG time. The first map has super lag on the fast mode, even when quality is on LOW. *sigh* can't play this game at all... 1/5
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protip: if you're having trouble with fps lag, right click the game and hover over the quality button, you can change it to medium or low