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Addendum: I also feel like there should be other "spots" on the ground like a green spot that increases attack rate or a black spot that decreases upgrade cost or increases sellback value.
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My only complaint on this is that the range circles need to be fixed. It's pretty frequent that either a unit will start attacking WELL before an enemy has walked into its range or it waits far too long to start attacking.
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nice game. I have 3 problems with it so far. Mainly with the challenge mode but the last one applies to quest mode as well:
- forming combinations with either greenish-grey, greyish green or green jumping foes is a tad difficult. And tiring on the eyes. This type of game has to be color-coded better than it is now. Also animation when the combination engages is seriously obscuring the foes that are still there. either the animation should be changed or we should have the option to switch it off. And lastly, on some maps the monster route runs too close to the screen edges and is partially obscured by the fruit and energy bar. not so much a problem in quest mode, more so in challenge. Still, even in quest mode it's creating some discomfort
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[PART3] The game can further improve by allowing users to pre-select towers or spells if there are more than 8. Give more variety to it. Let's say attack/range/speed boost for all towers for 3,4,5 sec (level 1-2-3). In the mission page, it seems that its selecting the easy and medium difficulty. I have to set it to easy (play casually). You could implement 3 types of star (bronze/silver/gold for 3 different difficulty similarly to demons vs fairyland). The game needs more indepth strategy. All mission can win easily with mass turtle, few penguin and dragon/salamander.
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[PART2] For the skill upgrades, after adding points, user could just assume its done (no need for yes/no confirmation - kinda of a hassle) since we already have the undo button there. There are times when i add upgrades, i just press back to return to the mission just to find out my upgrades were not save. Next is the spell cast, allow user to cast a different spell why the first spell is shooting on enemy. No need for the drag bar. Just select spell and click on monster for single target or aoe for instant effect.
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[PART1] The game is kinda imbalance in terms of the tower upgrades vs stats. A non-ugpraded tower (Dragon)_ can't do at least 5% damage to a monster, but when at max level, it does 20-33% damage. The damage difference is a lot. Turtle tower is the best against mob on all levels of the game, dragon is best for single boss attack. Salamander is great for setting monsters ablaze (1 will be sufficient), penguin freezes boss (1 will be sufficient), 1 dragon for boss attack, the rest are turtles. then the remaining far reach areas use cat (longest range attack). just upgrade 1 at a time otherwise it would be useless.
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I feel the way upgrades, when upgrading a hero/tower the way they scale makes upgrading too important, removing the choice of putting down a new tower or upgrading my old one, because one of the choices will always be better. Try not to take AWAY choices in game design, players should make these choices since they are part of the game.
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Oh, and do consider graying out the whole square, instead of just the picture inside the square, when I cannot afford a new hero :)
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The arrows spell is quite clumsy to use, also because you can use the mana without actually using the spell (the timer looked to me like it was giving a buff at first sight), also I would prefer numbers on many of these items, attack speed, damage, amount healing from the spell, range, and explain to me if any monsters have armour of any kind I need to be wary about...
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I really think this was a great start for your studio, but as many has pointed out, the game lacks depth and tactics. The element of Power is sure nice, but I can get full stars without using them. As my friends would've said, this is a game for iPhone, not Android ;)
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Hmm, let's see: Solid Gameplay, Good Upgrades, Nice Graphics, Fun Game, Great Updates... have I missed anything? These guys even respond to player requests, and not just bug reports! This is fantastic! This has actually become my new favourite TD game, and it's been years since anything has even come close to such a title! Well done Global Pixel, and thank you for bringing such joy
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I really like the visuals, but I feel like there is a good amount of room for improvement. I think the interface in the upgrade menu is a little unintuitive. Some of the menus and maps look a little chunky, kinda like those fat crayons for toddlers. I am guessing you went with the theme to support the feel of the game. I think you guys are on the right track. I can't wait to see what else you come up with.
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Hmm, let's see: Solid Gameplay, Good Upgrades, Nice Graphics, Fun Game, Great Updates... have I missed anything? These guys even respond to player requests, and not just bug reports! This is fantastic! This has actually become my new favourite TD game, and it's been years since anything has even come close to such a title! Well done Global Pixel, and thank you for bringing such joy
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Nice artwork, smooth animation, but this game terribly lacks for tactical depth comparing to popular TD games. But I have to give the devs the credit for it being their first game and there readiness to communicate with the players and to improve the game.
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I gave this a rating of one star. Although it is very clean looking, it still suffers from many UI problems. (Ex: Even though you can reset your talents now, it still asks if you're sure you're done, or are you sure you want to reset. These are generally only important if you're about to do something that's not re-settable, with no penalty.) Also, not only does there seem to be no reason to use any tower but the AoE explosion, but if you try to use any other tower, you don't do nearly as well.
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wow these unity web player games are getting realy good i just played a paintli game called akinairo kinda reminded me of okami not bad
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wow these unity web player games are getting realy cool i just played this paintly game called kaiomi or something and it was like a real mmo not bad
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In the beastiary for the penguin and in the description it says you need to mouse over frozen enemies for them to shatter, but really you have to click. You should change this.
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When the boss is frozen by the penguin, the boss becomes unkillable and the boss can't move at all. Have to restart the game.
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For completing a level on a higher difficulty, you should really get additional stars. EX: Completing it on easy nets 3, and completing it on medium nets another 3 or even just 1 star.
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i have an idea on the upgrades there are more then one way to upgrade one that gets the overall tower better (range and attack) one that is kinda like the towers specialty tortoise has bigger radius snake does more poison damage. the wild agility will have a better chance of being activated as the last upgrade choice.
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I noticed the dogs have more range then they say they do, that is if they are supposed to have enough range to completely cover across the lane.
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What is the reason for playing medium or hard other than the challenge? I was playing medium difficulty this whole time... hehe
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This needs a call wave early button. Most of the time you are too overwhelmed to need to it, but especially starting out, you're sitting there waiting for one enemy to be killed while the towers at the beginning of the maze are doing nothing