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Fun how it only tells you on the second level how to build towers. I found myself clicking the beam/stop/gain multiple times before knowing how to actually build something.
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i know i said this yesterday also but and this is a big BUT. How can the last level be so much more difficult than the rest. Ok i get it, you want to develop a challenging game, make all levels hard and you have to learn. Here all the levels were ok until the last where i tried a lot of tower combinations and still can't pass. I hate it when this happens, it's like you play like the developer imagined or you lose, limited or no choice. Beginning to feel sorry for the 4 stars i gave to the game.
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I experioence the camera shift as well as draconblackblade. It happens when you use the mouse to drag the screen AND press wasd at the same time which sometimes happen by coincidence. Maybe You could remove the mouse move feature entirely to solve the problem? It renders the level unplayable, when that happens in a critical moment. And btw, thanks for all the responses to users an the fast problemsolving!
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found a bug: if you open the red ! help window when the "last wave" text is on the screen the description will be covered until you resume the game, being unable to read it
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Great.... So my previous comment gets rated down because I pointed out a bug I'm suffering with this game? The camera still jumps when new waves begin or when selecting upgrades (seemingly)... I have no idea why your camera would shift on its own, but it makes the game almost impossible to play when you can't get to towers long enough to upgrade them.
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i rated 4/5 for unique concept and because as i read the comments, the developer not only read / responds to the comments, but actually puts what people are asking for into the game, for that i thank you ^_^
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I perfected every level until Big Daddy, tried 4 times and still cant live. Please either nerf the waves or allow a skill reset so I can try the board with the money boosts instead of all the tower ones.
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I'll echo the comments about the speed at which updates are refining this game, bravo~!
That said the main issue I have is centered around range. The spacing of the tracks and limited placing of towers mean that the limited ranges of anything other than the brown base and blue slow are crippling to the point of near disuse. That one loses range from the base brown tower to anything other than the missile launcher means that even those critical towers are crippled until you can invest in upgrading them... no upgrade should ever cripple overall value like lowering of range does here. That said, red fire base is of limited value because never will its range allow it to track more than one path on most maps. Also, such things as the blue radar are laughable in that they will only ever reach 2 other towers at best, and even then lack the overall improvement value to exceed the turret placement's base value. Seriously, the ranges of towers should be overhauled.
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Whenever a game is loading, I always check the top comments to see any flaws, bugs, or tips. I haven't even begun playing, and I want to commend you for actually paying attention to input and fixing problems.
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The screen moves on it's own occasionally... Really screwed up and renders the game virtually unplayable by the third level. (1/5)
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Could I please see what upgrading a tower does BEFORE I have the money to buy it? it would be simple to move the tooltips to whenever you moused over instead of when you have the money to buy.
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really good game :) only suggestion i would have would be the skill system, mabey also give the player 1 point for just passing a level, becuase at the moment im stuck at deadlock, i dont have enough skills to pass the level easily, and i dont want to spend hours trying every tactic under the sun just to get more skill points by getting a perfect but other than that great game
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Could use a bit more balance. A few smaller things: I'd love a reset skill button, to try different tactics. Secondly, awards should have an effect. People keep suggesting this on games, but devs keep forgetting!
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Good work overall. The Guide screen helps quite a bit. Stats given there, but the amount of slow you just have to try out. I found the blue/slow tower to be essential to have 1 or 2 per map. I never used the red tower. Good combination of stats, strategy (with fixed placement), randomness of creep movement, graphics and playability.
I found the screen jumping a lot though when trying to move view or upgrade towers. Don't know why that kept happening, but very annoying.
Though the game has a lot of good points, for some reason it just didn't "do it" for me. Maybe because I only used brown towers (and then only triple shot) and a couple blue and there just weren't many actual choices/plans. Still, great job overall.
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And why does upgrading basic eye towers provide just a pitiful +2 to damage? Perhaps it increases stun time, but in this case you should mention it...
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So I just beat a level with 7/15 lives remaining and didn't get a single skill point for it. How am I supposed to improve in order to advance or go back to get the remaining skill points without that nice boost?
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level 3 money tower says it removes the special ability of the monster when it hits, and it works for some monsters.
it does not remove the ability of the slugs, they still turn invisible.
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The game itself is solid, and I'm thoroughly impressed with the dev. Are still a few things that would be nice-- the game locks up on me every couple minutes for a few seconds. Make a way to reduce quality? Also, some indication to let the player know the prerequisites for unlocking stuff might be nice. Not necessary at all, but I thought I had to do something before I could upgrade my towers in the first level when it just turns out you... well... cant. Still, I'd certainly give it a 4/5 and be interested in anything else the dev produces, solely on his/her interest and attention toward pleasing the player. Kudos.
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i dont like it when i am decidin on which tower ta pick and then it fades away and when i dont want it, i would have ta wait till it fades away
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What is the tower priority? I had a freeze tower ignore a near dead monster by my gate to hit a full hp monster near the beginning of the path. It should be set to the monster closest to the end by default, or at least let us adjust it for each tower.
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Fun game, but the screen almost always slides after I select a tower, making upgrading and selling time consuming and annoying. Click tower -> screen moves and upgrades can't be clicked. It's so bothersome that I'm not going to finish playing the game, even though I like it.
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I haven't even started playing it yet. 5/5 for developer comments. Looks like he's just been adding all of the players' suggestions and responding to them. That's just awesome regardless of the game. I'm sure it'll be fun, too ;)
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Could be fun, but highly imbalanced. Also, the controls tend to stick a lot, making it impossible to use the spells quickly or scroll with the mouse efficiently. The placement of the special towers makes them pretty much useless, as the range for them makes them strategic deadweight. Tried to play it through, but entirely too frustrated.
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This game is very challenging and I don't agree with people who think it should be rebalanced. Nobody could say this game is easy and I think that's why people are complaining. IF the towers were straight forward and balanced this game would be a lot easier than it is. The skills do next to nothing. SPOILER: Build 1 fire tower and 1 brown tower with eye towers around it in the best locations. Level up the eye towers to level 2. Level up the fire tower to a level 1 inferno and the brown to a level 1 critical. Fill the rest of the spaces with level 2 money towers. Always make sure you have 200 gold to cast gain. Ca-ching!
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One other thing: tower upgrades being locked on early levels even if you go back for a replay later on is a very irritating thing. Especially if by that time you've had a chance to get used to the upgrades while playing other levels. It's the singularly most irritating thing for me in kingdom rush, for instance.
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A good concept but pretty rough still. Besides the still valid points made by other players earlier there's several maps (2 and 5 at the very least, didn't go any further than 5) are not completely viewable. 2 scrolls automatically to the left, making it almost impossible to upgrade the rightmost tower. Map 5 almost doesn't show the portal. It's obscured by the next wave rectangle. This one's only needs cosmetic tweaking but still... Map 5 doesn't let the player zoom out all that much, which makes it impossible to see the whole thing at once. If you do have a zooming function in the game it should always be useable between fixed min - max settings (either 1x-2x-4x or whatever or full map/standard view), not have different ones on each map since you couldn't be bothered to add extra artwork on the sides.
Also, the skills system looks poor compared to other games and even to the ingame tower upgrades (which are really good in concept if yet unbalanced).
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A level one volcanic tower is amazing. However, higher level volcanic towers cost a good amount of money and deal significantly LESS DAMAGE. I understand that they have a higher chance to deal a few points of extra burn damage. But that's not worth spending hundreds of dollars to lose 40 damage per hit.