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Oops, nevermind. I just stopped and read the description. Actually, after posting the other comment I was wondering, if they would be ordinary Bluuls, it would make no sense.
They are spawned by those pulsing eggs, place your main turret near the portal and kill the eggs before they hatch! (they take like 7 hits, very squishy)
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Is it on purpose that the bluuls spawned by the Egg can simply rush you tower, ignoring any tower/barricade in the wya? I actually replayed one level 4 times before I noticed that I was being killed by those sneaky Bluuls as I was paying attention to the swarms of enemies coming normally.
I tested it and works like a charm! I thought there might be not enough Mini-Me's but even without the Big Think achievement I managed to beat it. If you are interested this is how I beat the level before publishing the game: https://i.imgur.com/FG7TXY6.png :p
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Absolutely wonderful game, though it felt like once you had a good setup on each level you could just press space, park your mouse over portal 2 and wait for the level to finish. The machineguns felt VERY subpar and drawing Bluul Core (Or god forbid, Scrapper once you'd unlocked that) oftentimes felt like a punishment instead of a reward when stuff like Pew Pew, missile barrage or heavy bullets is pretty much always useful and doesn't pigeonhole you into a particular layout. A pause and fast-forward button should also be standard in all tower defense games, ESPECIALLY when there are super tanky, super slow enemies that might live on for a full minute after everything else is dead because there are things blocking a clear shot (Looking at you, level 14), or when you lose a single health on the last wave and have to sit through 10-12 more minutes of the same level to get a perfect. Bosses were fun but fairly easy once you figured out their individual gimmicks.
Solid 4/5.
Thank you mikkel, I really appreciate all the feedback! :') You are right, I haven't looked at the tech cards from this perspective, I am going to condition those to appear only when you are under 4 health and when you have more than 2-3 machine guns on the field. There is already a pause button on P, couldn't fit that in the Controls Panel but should be in the kongregate instructions. My reasoning for not adding a fast forward button was that the Main Turret is a pivotal source of damage so even if you restarted the level you still couldn't fast forward since it was getting almost impossible to aim, but I guess there are a lot of players like you who figured out an optimal layout. Thank you again! I will prepare an update with all these things included since I realize how mandatory they are right now. :')
This shouldn't happen, let me check it out. :o *edit* Should be fixed now, the boss usually dies upon collision but the level isn't cleared and you still get the "You Ded" message.
Thank yo, jaden! :') It depends, the trick is to stack the harpoon stun with the disruptor aura and then 'decimate' him. Also, the 'Big Think' achievement is pretty usseful.
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I could build a maze.
Or I could make a hallway out of turrets, put lasers at the end of it, cover the floor in pressure plates, aim the turret down the hall, and fall asleep.
It had an interesting idea, but unless later levels give a reason to actually build a maze, well I got bored fast.
Well this applies only for the first 3 levels after that the you need a bit of mazing. From level 6 onwards the game gets a bit harder and simple relying on a hall of turrets won't work anymore. :p
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Awesome game... Love how you can create a puzzle for your Tower Defense. Perhaps the barricades don't cost anything on early levels i had a hard time getting this game started i kept dying on level 2 trying to make a puzzle for the enemy to get through using only my main gun. The 4th time i tried it i just bought a bunch of turrets and put minimal barricades in and beat the level.
I think the free barricades idea from the start could indeed give the players a way to play with the defense without the fear of running out of money. I see players struggling at level 2-3 on the scoreboard and I guess this could solve this issue. Also, THANK YOU! :')
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i got 2 harpoons stuning infinetly a bufed unit making it invencible forever stuned forever and i cant lose or win
i guess i will have to restart
otherwise really good game
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I have played 10 levels. The first levels seem unique, but late levels are similar. You buy 3 - 4 lands, build maze (refer to Bubble Tank Tower Defense series), and you buy one mini me,1 machine gun for the ghost units that pass through walls, and buy that penetrating tower using the rest of the money. It's getting repetitive and tedious so I don't think I will finish this game. The achievement makes it mandatory to have that free wall achievement unlocked.
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I think that having a 'preferred' layout saver (like, two or three layouts), so you don't have to tediously place walls at the start of each lever
you could pre save preferred tile layouts and rotate them to fit the need of the level
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Right clicking to sell a barrier, whilst holding shift will cancel the placement and not sale the barrier. I suggest that if you are holding shift to speed build barriers, that right click would simply sale the barrier and leave you able to place a new barrier in the same location.
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And I am not sure if this is the design, but I believe I am seeing a lot of cut text. (bottom half of [Level is missing...)
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If you place 1x2 wall tiles over starting tiles (the ones that are not editable/deletable, around the defender first wave) you can then right click the placed tiles, and there will be nothing below it.
Thank you, stan! :') Unfortunately I don't think I will jump into another game with SF themes very soon. I am more of a medieval - fantasy guy, so because of that I really struggled with the art. I might add a few levels in the future tho, but right now I am busy with my next project
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@kekkec: I started with spawncamping with 3 blasters and a trap in front of them to boost them and hold enemies down, with a lengthy spiral behind them to keep enemies busy if they get through the killzone. And a Mini-me + main gun just constantly firing at the second spawnpoint, unless something got through. Increased to 4 blasters in second wave, ended up with machineguns and a second trap behind the blasters to keep enemies busy. Just remember not to put traps in corners, only in walled corridors, so enemies don't skip them.
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The shooting patter must be changed, if the turrets will continue to shoot onlz the front alien the game will be unbeatable.
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@snake2000 Make sure you start with an area covered by two blasters, put machineguns near that to hit strong individuals, and make sure your personal line of fire covers both the start (to hit the spawners so they die) and a winding path at the end so you hit the fast ones for a lengthy while. Free barricades help.
Hey, snake2000, check the maze I did for level 5 here: https://i.imgur.com/tyl1L81.png , all turrets are fully upgraded except Trigger Plate which has only the Free Energy upgrade. Try to shoot the faster ones when they spawn you should chip 30%+ of their health before you start focusing the egg with your main turret (or the spawns). Hope this helps! After the first wave I sugged adding anohter blaster on top and you should be fine.
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I beat the game. I hope this game will get more levels someday but in meantime I have one last question. the frick did we go from fighting aliens to what appears to be spaceships powered by gems???
Haha, I originally had a story, but decided to cut it out since I didn't think people would care about it. In short it goes like this: your solar system was sort of terra formed and the first people were sent by the greenish-yellow gem guys as a way to estabilish a civilization which had to mine the crystals and send them as a tribute (after level 10-11 you'll see planets with crystal shards on them) but after a while they refused to do so, so the invasion (attack?) begins, Bluuls being the enslaved aliens used by greenish guys.
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I really like defense games , so I'd like to give it a try - but no matter which browser i try it is NOT working corectly - so please provide detailed instructions on how to get it working as intended
Hey zergolf, I don't know if the problem is OS related or Cookie related but I'll try to provide explanations about the Cookie thing. If you're using FIREFOX try to follow this: https://support.mozilla.org/en-US/kb/disable-third-party-cookies or for CHROME: go to settings search for Content Settings -> Cookies and switch Allow sites to save and read cookie data (recommended) ON. For other browsers I don't know right now but you should find tutorials about Cookie Settings on google. Hope this helps. Also, check out this site and find out if your Cookies are enabled or not: https://www.whatismybrowser.com/detect/are-cookies-enabled
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Brilliant game - I love it. TD games are my favourite and this feels really original and challenging. Can I make some suggestions to make it even better?
1) A 'cancel build' button - more than once I had to spend money on something I didn't want because I'd already selected it and then changed my mind. Mostly it was walls, so that didn't really matter after they stopped costing anything.
2) More tutorial help. I didn't even realise you could upgrade turrets until level 5! My fault for not reading the manual, I know, but still.
3) easier escape to the main menu from a level - didn't seem to work for me (playing on a Mac)
Other than that, it's superb, and you should be proud of it!
Thank you, jibbidy! I really appreciate it! :') 1) You can cancel the build order with [Right Click] I thought it might be obvious, I was wrong though :o 2)I made the mistake of doing the tutorials at the end of the development cycle so when I tried to 'force' the player building something like the Pillar tutorial I ended up breaking half of the code so yeah... my bad 3)Is there a problem with pressing Escape on a Mac? 4) Thank you again! :')
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Hey, I've added a Mute button in the Main Menu which will permanently mute/unmute the sound. There might be a slight problem with the existing profiles and your audio might be muted by default, just simply tap the Sound Icon once (in menu or in-game) and the problem will be solved.
Use Harpoons to pin him down and place Disruptors where you think the boss will be immobilized. The Big Think achievement is also useful because it increases the damage you deal to a pinned target by 50%. The last tip I have is: make every harpoon turret intersect the maze path atleast 2 times. Good luck!
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Overall 3/5. There is a gigantic leap in difficulty between levels 3 and 4. Enemies appear that can go through the walls and they take several hits to kill. I went from easy 5/5 on levels 1-3 to being completely unable to beat level 4 without grinding to get the achievements that reduce bluul live and free bricks.
Hey, the go through walls enemies have only 1 health, so 1 hit = kill. Hm, I think you struggle with faster enemies because they might slip past your Blaster cooldown since they're spawning interval is like 10-15% faster than the previous level. I suggest building a longer corridor to make full use of the Blaster range aswell as placing the Main Turret in such a way that the projectiles aren't blocked by the other enemies when you're trying to shoot the eggs or the go through wall enemies. This my maze for level 4: https://imgur.com/a/IQn7iGg . The difficulty spike in my opinion is at lvl 12 but till then you just have to figure the wave's trick/rhytm and you're okay.
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one shurikan 1 50% damage multiplier..........AND....................two lock on missles...........WHAT COULD POSSIBLY GO WRONG?!??!?!?!?!?!?!?
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See you another time, or another game [Developer] :) great game. definitely 5/5. (although lvl 15 could use a tiny hint without so much guessing)
Thank you, iGrind! I am really thankful for the kind words. With heartwarming feedback like this there's definitely gonna be another game :') . You are right about level 15, I underestimated it's difficulty a bit, I will change the description soon.
Well, that's where the game started, from a space shooter arena with wall building mechanic then gradually I removed it's ability to move, the weapons and before I knew I was no longer working on a space shooter.