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My one critique, experience. 142% experience to go back and collect the stars with a perfect score on past missions. But you can get 90% xp for failing within the first few rounds of a new mission at a much higher xp rate.
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BTW, to ppls that didn't know, the "Hold Space" for fast forward was the same as previous Cruse Treasure. ~~~ as for Frenzy, I think they changed to to "proc on effect" that you can learn in Demon Tower Tree, chance to obtain 25% speed for 10 sec at max. (it's actually better, since the proc can proc more as it hits monsters faster, and it cost zero mana)
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I'd like a faster speed up button... But I don't know if this game is really optimized enough for that. Already when I hold space, it sticks for a few seconds afterward and is pretty laggy to respond to me.
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Amazons - "The charmed towers can not shoot"... It also prevents crypt type towers from recharging. Please fix that or fix the description.
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Ok. If you're going to do the ground mechanics on bosses, which you seem to have become massively fond of, kill the coins and potions. Make them mouseover collect and be usable from hotkeys, or something, but watching bosses or their minions waltz into the gems because I can't click on ground junk fast enough to click the buried mechanic item is VERY aggravating.
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Hehe it's funny why am I getting exp points for the badge "father of nation"? I have to be max level to get this badge :P
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phew, finished level 18. Like everyone else pointed out, the trick is to use up the high land, and create lots of ballistas
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the game was fun until the amazons showed up. they are WAY to powerful. mission 18 is impossible to do for many, many times...
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Way to get around charm range from Amazons without using the terror spell on the towers to counter it: Use towers with a very high range. I've found that Ballista dens and their upgrades are the best option since they do quite a bit of damage with splash and long range. Rocket den might also be a long enough range. The other tower with a big enough range is the Icy Crypt, the final upgrade in the Frosty Crypt line. High ground helps, but they can still be charmed if they don't have enough range (I don't think any demon tower has enough range, though the last Overseer upgrade might).
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Evildoer : MUAHAHA! No one can take my gems! NO ON- Minions, what in blazing hell are all of you doing?! Minions: We're looking at the pretty ladies (Amazonesses). Evildoer: ... STOP THEM! They're taking my gems! Minions: We can't. We're too mesmerized by them.
Honestly though, they are really overpowered and annoying.
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Very good game, but needs some balancing on the late levels.
Amazons are almost game-breakingly overpowered. Their charm ability needs to be nerfed hard. (Perhaps reduce the range, or lower the amount of time towers are charmed?)
Also, what's up with the Crypt missiles? They seem to have gotten stupider in some very unpredictable ways. Sometimes they'll circle an enemy several times before hitting it, leading to wasted charges.
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3/5. Make two changes and I'll be more than happy to change it to 5/5. Firstly make an button which cycles which drop item appears on top, it is annoying to have to waste items to get at the one you want to use and Secondly the speed, the current normal should be a "slow" option for old computers, the current fast should be the normal and there should be a faster speed to TOGGLE to, 2x or maybe 4x on top of the current fast.
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lol, if you kill 15/20 enemies for example, you get 75% exp (+25% for skills), giving you mass exp for a short amount of time on later levels, if you just lose pretty fast on purpose
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Played the other 2 all the way through. I'll give it a 1/5 stars for that but didn't even want to finish the first level on this one :(
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I think that towers gaining lest XP makes a bit of sense: if that tower is on high ground, well, that makes things quite a bit easier, and when things are easier, you don't learn as fast. Plus towers on high ground would be a bit too powerful if they leveled up at the same rate that other towers did. It's not a bug, it's balancing.
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the sheer number of references in the first mission alone threw me, instant 5/5, love this game, frustrating but in a good way xD Very nice work on this ^^
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I think I liked the old Frenzy spell better than the Terror replacement. And, as come have pointed out, having the enemies run into walls instead of backward on their path reduces the usefulness of the fear.
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Cursed Treasure is characterized by its upgrade system, good graphics, and intriguing gameplay. I was happy to see that all of these elements were intact in the sequel along with more badges, enemies, replay value (night mode), and balanced towers to entertain me for months.
Things I disliked: The lack of click fast-forward. Please give the option to toggle forward with different multipliers (x1, x2, x4) with a button that doesn't need to be held down. That'd be awesome.
The amount of pop-ups explaining me what to do are super-annoying, either put them in the instructions or in the top-left news feed.
Third, the dropping of coins mechanism might be fun at first drop but it soon gets tedious. Let it be automatic or make an upgrade to do so.
Fourth, as in the popular Bloons series, there should be tower target options for enemy attacks (eg strongest, farthest, weakest, gem-carrying).
Makes these fixes and a near-perfect game will have been created. Keep up the good work!
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a little glitch, error, or something you missed, is the fact that experience is based on percentage of the monster that appear, and not the total of the wave, so losing in lvl 16, in wave 2 with 5/10 monsters killed, gives you 50% of the experience of the lvl, in this case 60000, so you get 30000 exp points for losing in wave 2
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Not that anyone would have a hard time getting full stars on a lvl and were irritated that replaying a level give a substantially lesser amount of exp so limiting the speed at which one can acquire new skill points. I've discovered that when one plays a level and does not beat it they can gain a substantial amount of exp in one go. Just get to the last wave of the newest available level and then sell towers or whatever so the boss can take all the gems. May seem pointless but, it beats replaying levels only to get a pittance.
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My favourite TD so far! 5/5. But now some suggestions:
1.Toggling speed-up button *sigh*.
2.I would appreciate it if I had to waste less scrolls so to pick up those goddamn coins... How about placing coins/mana pots ABOVE the scrolls?
3.The Cave Charges should damage the enemy instantly. A unit with 5% HP (i.e. one-hit-kill) comes close to the cave, and 3 charges are wasted on him cause the first one screws around before killing him.
4.The Amazons should have a limit on the number of towers they can disable. They are OP. Their spell blocks WAY too many towers, in a huge range, and they spam it.
5.Some of the terrain is formed in such way that you can't place towers, cause small tiles are missing. Stage #19 is a good example to see what I mean. 6.Shift+Click so to cast multiple times the same spell (or place replicas of the same tower), would be nice.
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higher levels are awarding percentage of xp based on number of creatures out instead of total # in wave - results in very high xp for losing quickly...
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1/5 until you create the damn quality button!!! Is that so difficult to understand this great game is unplayable without it?
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When I played CT1 and the level pack I kept going until I achieved 100% brilliant ratings. After seeing the final boss here... Let's just say history is not going to repeat itself. Don't get me wrong, its a great game. It's just not worth 100%ing
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I loved the first one, and really liked the variations you added to this version. My only (minor) complaint is that it felt too easy. I hope you guys do another map pack and make it harder for us hardcores! :) Keep up the awesome work!