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A good tip is to completely ignore upgrading your units until you got your staff max level that way you got loads of starting mana and it won't take you more then 2 levels to get your little warrior up to level 5 and from there easily kick arse in all the levels (on level 15 now and no problems at all)
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Very clean looking and sounding. Managing units health and such though is honestly not very pleasant. Please implement hot keys or some such improvement.
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The lack of hotkeys really does get on my nerves, especially on the levels where lvl 5 paladins don't last very long. Though I do realise that removing all the clicking and mouse movement required for placing and upgrading units would take out a lot of the difficulty, a game's difficulty shouldn't come from an oversight in the interface.
I quite like the rest of the game, which is probably why this one thing annoys me so much.
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great game, one suggestion. i try to click on the warrior and it never selects it until i click several times, because they are moving, could you make little icons at top for them so i have a stationary thing to click for level up. thanks
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it's a good game, but to much clicking involved - click on unit hit upgrade - click back on unit hit upgrade - click back on unit etc etc, how about click on unit and then upgrade 5 times...
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Really... such a decent game ruined by the precision required to click on things, drop things, upgrade things. SHORTCUT KEYS ARE A MUST.
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So many things are GREAT about this game, the only complaints i have are about the bad reaction when i click on units to upgrade them, it takes multiple clicks but i'm not sure that that's your fault. However one thing that would be great is if you could add a feature that allows you to heal your level 5 upgraded units (hunter, berserker, etc.) maybe replace the upgrade button with heal and charge the price of the level 5 unit? In the portions of the game with severe lag trying to repurchase your +5 berserker while it is in motion is incredibly difficult and has caused many deaths. Other than that it's a great game. 4/5 unless the heal option becomes possible :) keep up the good work :)
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Agree with fuzzyfish. I'm putting all my points into the staff simply so I can afford top summon units in a reasonable timeframe.
Need to adjust either starting mana, cost of summoning *or* rate of mana collection to give me reason to play much longer.
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Tone down levels 28 and 29. Or at the very least give us some hotkeys. You are overloaded with enemies way too fast to deal with click lag and the low starting mana. It is extremely hard getting situated in such a small amount of time. These levels are completely out of proportion to the rest of the game.
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All the upgrades for the units are useless. If you fully upgrade your favourite unit, the mana cost goes sky high and the enemy will have destroyed half your castle by the time you're even able to create a single unit. Needs some serious rebalancing. 2/5
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1) No challenge - no balance between units and they don't feel special. 2) 'Castle' layout doesn't matter squat - position should matter and the building part of the game could be more complex (eg. archers shoot best from the frontmost of a row [no obstacles] while mages could wrap a tower around them that got more powerful the higher it was (the more mages sequentially from the ground in the same column). 3) All the maps are essentially the same and the same tactic owns them all (make a few melees to keep enemies at bay long enough to build/upgrade archers that own everything at the edge of the screen) so the game gets boring real fast, it feels like I'm playing the same level over and over again. We need a story and changing and more complex battleground.
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Advice for this game, or any future game/sequel: 1) Hot keys, a must 2) No confirmation "cast spell" required for spells, I don't want to fire a spell out as things are getting fast and intense let me do it 3) adjust the water mage, while yeah it can hit everything in a line, its lack of power and lack of speed make it useless, there never are that many units on one line to make it useful 4) soldier classes, since they're essentially walls, and the only way to heal them is by upgrading, make the monster they attack require an attack animation or freeze them for a moment, or something. Overall a fun game, but a bit too much repetition and the later levels are too fast to be any fun, even with the slow spell.
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In the modern era, a game that derives any of its challenge from bad controls is a bad game. It's fine to have a game that is detailed and pretty, and therefore slow (though I've seen plenty of higher-detail games that don't run this slow) but you have to process player inputs before you process hostile movements. Some fixes:
1>Hotkeys for unit production.
2>Allow sword units to be upgraded while away from their home location.
3>Process mouse clicks and points before moving mobs in each frame. There should be no game-time that passes between the time a player points at a control, and the time it becomes clickable. Similarly, there should be no game-time that passes between the time a player clicks to place a unit and the time that unit appears.
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Sound -> Great. Graphics -> Great. But it's kinda slow, and I'm not talking about lag. Besides, it's too easy, so far, I haven't faced any challenge, at all. I'll give it a 4. Great potential, but these small flaws really make a difference. =P
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on level ten if you fill your barracks all with mages, it becomes completely impossible to win. You can hit the king's guards with fireball, but it wont reach the king, none of the mages can hit the king, and none will ever be killed, there is no way to fire them, so you can never get any archers to kill the king. Please change this.
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I am having trouble on stage 6. I get overrun before I can upgrade units sufficiently. I put all 15 stars into staff. Help!!!
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the balance of the game suffers from several key factors: the ratio between price and evolution, the difference in pre leveled units and the lack of non-leveling-healing, the inability to keep the upgrade box open. What really hurt the last quarter of the game is the inablility to bring paladins straight in. Why go through the point of upgrading them when you have rushes that make in-game promotions moot? Try allowing the paladin, once upgraded, to be immediately availabel in game, lower the upgrade prices or increase the damage modifiers, include a healing/regen factor, and balance the mage/bowmen damage difference to be used as intended. Otherwise a strong 4, IF we totally disregard the aformentioned lag. LLLLLLLLLLLLLLAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGG!
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stupid how they completely ignore my swordsmen, there is NO buffer zone between my tower and the goblins during the beggining of the later rounds. i have to come back later OP to get all the stars
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This game started good, but is just frustrating,
1) I hate it when you have swordsman standing at the front of the screen doing nothing while a monster is beating the crap out of your tower,
2) if I click a spell its because I want to use it now, I don't want to confirm.
3) I want to be able to shift click and put out multiple units
4) HOTKEYS!
5) upgrading swordsman sucks, you need hotkeys to select them, and don't deselect them after upgrade
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you have a solid effort here on which to base a new, improved game on in the future. the graphics/artwork are original, whoever did the music did a great job, and the gameplay has a good core concept. few things to develop are a more varied and engaging stages, unit balancing issues (the archer is underwhelming and the upgrades for him are useless), and smoother gameplay.
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Rebalancing for some units IS needed, as was stated the water mage is a bit pointless in comparison to the fire mage. Here's why:
1. Obviously Damage: The fire mage QUINTUPLES(5x) the damage of the water mage
2. Speed: The fire mage is also 2x as fast...so basically 5x2 already it does about 10x more DPS...and speed is a HUGE governing factor in the units especially if they're on the higher parts of the manor, the water mage can barely get 1 shot off before an enemy drops down, whist the fire mage can get at least 3 (200dmg compared to 2000 before enemy drop)
3. # of enemies: I can see the water mage's ability of hitting all enemies in a row being useful...if the map was larger. Either way, the fire mage can clear a row before the enemies step foot on it.
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I'd give it a 5, but responses to clicks and upgrades are extremely slow, and there are no keyboard short cuts. Because of control issues I'll give it a generous 3/5
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as you upgrade you units with stars they cost more mana, so now i can only summon 1 unit in the begining instead of 5, can you maybe at least have the mana start at full level to compinsate? thanks
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Hot Keys!!! Even something as simple as 1-6 for building and U for upgrading. It doesn't eliminate all the needs for clicking but when there is lag this would help a lot
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A lot of people don't understand the purpose of the blue units, and just look at the numbers and say "useless". Well, that is the information you're provided, but it's a shame you didn't go out and get your own information. Blue units tend to do area of effect. For example, the barbarian leaves a giant slash for a few seconds that does area of effect damage, that is, all units in the area of effect get hit. If he hits two enemies, that's 2x the damage that's listed, 3, and it's 3x. Simple math. Red focuses on a single target. Anyway, it's true that the maker didn't focus enough on gameplay elements, and there is a lot left desired, and instead focused on the art. It's a shame, because there's a lot of potential.
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Here, a few things you could improve : game is too easy, too slow whatever speed you chosse, and I'm not sure about the value of units upgrades. Do your best game creator !
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max out staff, mage, red mage
start new stage with red mage, permanent frost then adding new red mage when mana available
easy game but still lots of fun 4/5
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To tell you the truth all games have ups and downs but thats what makes them games. I for one think this game is awesome and i dont really care about clicking a soldier but if change it make it like 1 2 3 or something like that!
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guys, don't max your warrior. it will last much longer if you don't. upgrade your warrior each time it gets into the red part, then he will have full health.