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Keep the good ideas and original ideas in the game, but listen to the things the gamers want. Try to implement difficulty levels, make the creeps a little more predictable. And balance the towers. There is no point in having six towers when only 2 or 3 are needed/make sense to use. And, if possible, enhance the the clarity and the interface a little more. there are so many good games where you can get ideas from. As of now, its a nice alpha-version but imho lacks too much to be called a complete game.
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SandwichKed: that is a very disrespectful way to speak about someone else's work. Your comments are as rude as they are full of exaggeration.
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You know, what is with all the prototypes showing up on Kongregate today? It seems like everything I click on in the new list is a half-finished (or less) game. People are having good ideas, but instead of really designing and testing they're just throwing code at the wall and hoping it sticks.
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just scored 39200. it took about 6 minutes. ok.. so 10 is high. i agree this game is not perfect. but i don't agree with those who say it is not possible. as i said, it is hard.
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"you might have to play more than once to succeed"? That assumes I want to play more than once after the creeps demonstrate they have all the advantages. The player can't camp effectively on the exit, can't build sufficient density of fire, can't in fact do ANYTHING. Tower defense games work because creeps are dumb. When the enemy can maneuver semi-intelligently and you can not move to counter, there's no point. Oh, and did I mention ugly, lack of depth and crummy interface? Be glad I gave it a 2.
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Frosty: as someone who obtained one of those high scores, I can say that you cannot live for 10 minutes. This game suffers numerous problems. This is also not nearly the first tower game to have a varying path - so I wouldn't give it bonus points for that feature. 2/5
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its a hard game, but if you carefully choose the timing and placement of your towers, the amount of gold you are given is more than enough to stay alive for ten minutes or more. take a look at the high score list to see what is possible.
here are some tips:
- you can see the the path the enemies are going to follow. if you build two towers to either side of the path, enemies will be forced to go between them.
- start off by building the cheap cannon towers, then use the money you make from defeating the first wave to invest in a poison or money tower.
- putting a blood and poison tower next to eachother is especially effective, because enemies take more damage for longer.
good luck- you might have to play more than once to succeed.
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Interesting idea, but *fantastically* flawed. Given how many towers you have to place to have a chance of both keeping the mobs from wandering *and* actually doing enough damage to kill them, the income from killing is too low. Those first few 10s are ok, but then it drops to 1-2 each, while they get *much* harder to kill any.
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absolute shit. nowhere to place towers or know where towers will be placed, and even with the red line, it is impossible to see where they will go. the line is continuously morphing, and towers are waaaaaaaaaaaaaaay too expensive.
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this needs some work.
1.
i can't see where i can place my towers
2. my towers miss? i spent 25 gold on a fire tower and it misses every time?
3. 3rd you having a joke right? its just like a map and dosn't look good
nice concept maybe, not original and poorly carried out
2/5
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Ugh, I second all of JohnSteel and FatalFox's comments, except I think the path changing system is a HORRIBLE idea - it invalidates the entire point of tower defense. Why would I build towers if the enemy is just going to go around them?
Also - the creeps don't follow the path exactly! it's more like a 'suggestion'.
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The enemies quickly overwhelm you and you're not given much of a shot at fighting back. The menu is also really obtrusive. The game lacks sound, music, an appealing battleground, upgrades, etc. But I'll give it a point for the path changing system. That's a good step forward.
-2/5
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i like how they change paths but you gotta put up so many towers to stop them thats you lose pretty quick without gettin enough money to even make a difference
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I like the concept of the path changing, but needs upgrades, more money given, and other things enhancing the gameplay. 3/5
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Neat graphics, needs sounds/music, too small of a playing field, needs more depth, needs a better layout, really doesn't add to the genre. 1/5 Terry S
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when you are at the menu screen, it just rotates around, then starts wherever it was. you can rotate the map with the left and right arrows and zoom in and out with up and down.
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thanks for all of your comments. due to popular demand, i just updated the game so that it shows the path the enemies are taking.
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Woohow, topscore, still don't really understand how they evade the towers and stuff, but whatever =/ needs some work I guess
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Desperately needs to have the creeps follow a set path. I tried starting with two fire towers and the creeps went around the edge of the screen. It would also be nice if you told us that we could rotate and zoom on the screen.
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Sometimes they appear from the left sometimes they appear from the top. Sometimes they go off the map completely to avoid my towers and then just come back on the opposite side. Monsters get more difficult, and give you less money, making it impossible to build up better defenses. And the size of the gap you have to leave inbetween each tower is ridiculous. This game needs much work
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good start and idea on the tower defence theme. needs a definate path for the creeps to travel and upgrades fro the towers
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It is possible kill enemies (take a look at the high score list). Try building two towers side by side, so the enemies have to go between.
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If I showed you where they were going, that would make it much easier. Let me just say that they avoid the towers as best they can, and the path changes whenever you place a tower.