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it's fairly obvious you don't know what the definition of easy is.
it takes forever to get through any defenses, and they grow faster than you can counter in infantry.
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It's nice but too simple, if you upgrade it to contain some campaigns etc. it would be nice ;) btw. the hero with all recipe artifacts can just go into the enemy base and destroy everything, that's not good :D
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Soo... now we got all of the warcraft 3 inspired games on the market!!! TD kept us busy for the last 3 years nows it DotA time!!!
Love the originality 5/5!
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straight dota clone but w/e is fun anyway. you better finish their base fast because their super creeps "comp heroes" dont start back at level 1 like yours do. i had 5 liches beating on my base last game with all kinds of crazy abilities one had 49% evasion! any way 5/5 get those heroes some abilities like storm bolt, chain lightning, etc..
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There actually was a warcraft 3 map based on roughly similar concept, with bases placed on opposite sides of the map and spitting out, spitting out units at a constant rate and you as a hero. As for this one, a lot of potential and I'm giving it a 4 for encouragement though I honestly think it deserves a 3. The game could use some more strategy, perhaps being able to upgrade your buildings into a few different paths, some skills for the hero and generally more options, also, an enemy AI that actually does something else than just spits units at you. As it is you just hold the passages until your hero is high enough level to effectively overpower the enemy. Personally I would prefer if there was more focus on base management, but that's just my opinion.
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Great start -- could use a fair bit of work, mainly: - It's very easy to get into stalemate situations, particularly with the extra-tough towers near the enemy objective. You've effectively won long before you win (for me, it was almost 50 minutes from when the other side had no chance to when I won). - Taking out the enemy spawn buildings doesn't seem to prevent the spawns. Is this on purpose? - Performance improvements would be helpful -- the game runs about 1/4 real-time for me, with 4-5 seconds to a game "second" - Special ability cooldowns are too slow for the rate of gold gain. I never have to choose what abilities to spend gold on - I'd divorce the shops from actual buildings; allowing buying everywhere would save a pointless trip to town. Likewise, it'd be helpful to be able to control the spawner buildings from anywhere.
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Great start -- could use a fair bit of work, mainly: - It's very easy to get into stalemate situations, particularly with the extra-tough towers near the enemy objective. You've effectively won long before you win (for me, it was almost 50 minutes from when the other side had no chance to when I won). - Taking out the enemy spawn buildings doesn't seem to prevent the spawns. Is this on purpose? - Performance improvements would be helpful -- the game runs about 1/4 real-time for me, with 4-5 seconds to a game "second" - Special ability cooldowns are too slow for the rate of gold gain. I never have to choose what abilities to spend gold on - I'd divorce the shops from actual buildings; allowing buying everywhere would save a pointless trip to town. Likewise, it'd be helpful to be able to control the spawner buildings from anywhere.
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If you changed it from a real time stratagy to a full fleged rpg with all the stats and stuff this game would be better than hands of war if you ask me
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Another possible bug: towers don't fall until they are hit when they have fewer than 0 hit points (rather than falling when they drop below 0).
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Great start -- could use a fair bit of work, mainly:
- It's very easy to get into stalemate situations, particularly with the extra-tough towers near the enemy objective. You've effectively won long before you win (for me, it was almost 50 minutes from when the other side had no chance to when I won).
- Taking out the enemy spawn buildings doesn't seem to prevent the spawns. Is this on purpose?
- Performance improvements would be helpful -- the game runs about 1/4 real-time for me, with 4-5 seconds to a game "second"
- Special ability cooldowns are too slow for the rate of gold gain. I never have to choose what abilities to spend gold on
- I'd divorce the shops from actual buildings; allowing buying everywhere would save a pointless trip to town. Likewise, it'd be helpful to be able to control the spawner buildings from anywhere.
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Great game, All I could say is add more items, and change the menu that you buy items in , but its a great DotA based game. And to those who don't like it cause you're "copying" or whatever, Why the hell would yo re-invent the wheel, when you can only make it rounder =P 5/5
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This is a fine implementation of dota in flash. A little bit of all the important elements :) Clearly unrealistic though because the opponent doesn't leave 5 minutes into the game citing "retard teammates"
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I am always glad to see someone incorporate diversity into a game. Both choices of good and evil are definitely a plus in points from me. A RTS game as well?! I am defnitely enjoying this! The graphics are great, the gameplay is smooth and I love the involvement of the player in the actual game, much like Warcraft. I have to say this was very well made, fun, and I like a good battle against the forces of Light vs. Dark. But this was definitely a plus for I am one who enjoys game that has medieval type settings, and it actually involves the player into the battle, as in RPG's, rather than just being the 'Hand from Above'. I can see this becoming a new popular game, for sure, and I hope to see a more improved sequel! :) Great work with this. 5/5
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Actually... it's really good. Its a little like a strategy rpg. Really good graphics, but it could use a little improvement on the instructions and cool attacks.