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oh hey let's give all the mobs on the screen a number and let the towers randomly select any of them to aim at. That's an awesome idea.
Well maybe it wasn't ...
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Everything was going good, then a regenerating creep randomly flies through my turrets like a ghost and goes over the endzone. It didn't count as a point against me, but I was unable to complete the level because it was technically still alive.
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Dreadful game. The ghosts are buggy and the "end of game" screen glitched over my screen twice where it would not go away. Has no replay value and becomes uninteresting in about 3 levels. Kinda upset that there was a badge of the day for this game because I wasn't even interested enough in the game to try getting it and I love the bubble tanks games.
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A spawner took a left turn through a wall, and went off the screen. Now I'm done with all the levels, but the game is ending - I presume because that guy is still alive, somewhere.
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The ghosts, they still glitch. Pretty sure it's not a "feature" that the towers still lose sight of them every now and then.
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One notable glitch... if you fail a level and hit "restart level" the "incomplete level" box STAYS THERE thought you can build where ever you can normally build and monsters can go over it. So, it doesn't impact gameplay at all, but it's annoying.
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When I was about to complete the level 2,3 waves away one of them was a ghost wave and my ghost towers didn't shoot at them at all!! (They were in range and the only thing on screen.)Then I died.
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needs a "restart level" button, and "quit" button should be renamed "quit to menu" (as well as confirmation that you want to exit)
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I played Cut Through and didn't think it was so bad. Then I realized that I could only place one tower. I thought it was hard then, but when I noticed that you only get one life I started to get a little scared. xP
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If splitter enemies are near a 1-tile tank corner and if they die, a few might burst onto the other side, therefor taking a shortcut!
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Well the levels fall into two spots: You either have a super boring level that you just sit there and spam waves together to make it go by faster or levels that make you want to kill yourself over how stupidly hard they are, like I swear that some of these levels must have only one way to win them because I sit here and try over and over in some way to come close to winning and never even get close...
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I'm a big fan of the bubble tank games, but I have to be honest - I was disappointed in the gameplay of this as a TD (going by the previous interest and addiction to the bubble tank games.) While this is true, it's still a decent TD overall to play. Only giving this a 4/5 but it will be going in my favorites.
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Its getting worse. Sometimes an enemy (not necessarily ghost) flies straightly across the map. If it is not destroyed immediately, it leaves the map and the game cannot be finished any more.
I upgraded an extreme long range cannon which started shooting but if the shots are deleted when leaving the screen, they never hit.
To fix this, please kill all Units leaving the map (without a life lost).
The game was much more fun without this bug.
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i am one level away from the impossible badge so i am considering making a blog about how to get it not sure of many people will read it though if this comment gets lots of upvotes i will do it
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Juggling =/= skill, making a game that forces you to juggle makes me cry ://///
Also, is it just me or is there no quick reset? also the tower targetting sucks when they don't aim at enemies nearer the exit, or, as has happened several times to me.. don't even fire at all :/
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Glicthed Sounds/Music FIX - Goto setting, turn music + sound off (May seem to be not working, but be patient). Wait 1 minute or so until music stops, then turn them back on. You'll have normal music/sounds.
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For everyone that absolutely hates the anti-aiming glitch, just spam area burst towers and ghost splash towers, but also build some regular towers with long range as well
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megacheat's for armorgames only... Anyways, nice concept, but that's it from another spinoff of more or less lame series.
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I played this for the Badge, because I'm fond of this series. At first, I thought it was just a basic TD game...until I discovered how the tower classes and upgrades work in it! Nice! :-)
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on the level Back At Ya, I had a fast enemy that suddenly decided they wanted to identify as a ghost, and flew through my towers to the goal. they also didn't take damage from anything... It seems the ghost enemies are so broken, they break other enemies
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Cut Through is an absolute merciless level, I kind of agree that the reflex dependent level are far too stressful and bars well thought out strategy, for most... (if its worth noting- only about a thousand more users achieved the hard over impossible achievement for the game...)
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This, is a good tower defense with a interesting tower system installed into it.While, nothink is unique about creeps (such as splitter, air), the towers are the highlight of the game. The level select is also NOT linear, as there are different paths to choose from. A basic tower is placed with hotkey "T" or when using the place tower button. This is basic, and it upgrades to : a normal tower which attacks one enemy, a area of effect damaging tower which affects around it, a anti air tower, and a buffer tower.
When upgraded, each tower can than be upgraded to 3 different towers, such as splash and sniper for normal When 4 fully upgraded towers are place in a square, each touching each other, it can be made into a "huge" tower, and its stats depend on the towers used. If 4 huge towers are placed together, it forms a mega tower, and its stats depend on the mega towers used.The tower system for this game is interesting, and it is one of the highlights of this good game.
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Hate it when a game FORCES you to play a certain way. I cannot juggle but that seems to be the only way to win certain levels
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A good part of what makes the impossible badge such an horrible odyssey is the way the towers decide their target. Seriously, almost all of the enemies that pass the defenses are ghosts that suddenly became temporarily untargetable or enemies that were almost at the end but for some reason the towers don't attack. To improve the system I would recommend letting the targeting decision to the player (putting some option of the kind of enemy you want to attack, less health, closer to the exit, etc) or putting the option of a pointer to select the enemy you want to focus on. Maybe pressing on the exact enemy with the mouse? The other thing is that the tower don't stop attacking an enemy until is dead and that creates a lot of problems when other enemy is closer to th goal and notower is shooting it because they are busy killing other one.