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As others have said, tiny tiny text, where's the spawns and the objective? Also, no tooltips, what tower am I going to build, with what stats? :/
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I really love what I'm seeing so far, have to admit I was disappointed when I realized it wasn't the full game. Great visuals, sound, atmosphere, and most importantly fun to play. However, I will agree with others that this is a fairly generic TD game. It would have been nice to experience some type of unique game-play somehow. Still a great game, clearly one of the best web based TD games.
Hello! Thank you very much, you've encouraged us a lot. Well, now, when we are just in the beginning, some things really may seem generic. But - be sure - we have much more things to come in visible future. So, this game will grow wider and wider with time.
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"An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
InvalidStateError: A mutation operation was attempted on a database that did not allow mutations."
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Some of the text is very tiny, but in fullscreen some of the map is missing from the top or bottom because the game fits to the screen width only. Starting out, I have no indication from which direction the cows will come, or which direction the thing I'm protecting is, so there's no way to plan.
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The website you linked: "Follow us on – cowsvsviking.com" is wrong. It's actually cowsvsvikings.com with an s at the end! :)
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Really nice game, fairly generic TD gameplay but none the worse for that, and I'm sure later levels will add variety and challenge. Definitely needs a speed-up button and you could do with getting some of the text proofread. But the characters and artwork are great, all round it's a solid 4/5.
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3 level DEMO of a game. Several tool tips need "on" to be changed to "by", for example "Archers attack becomes faster on 50%". Desperately needs a speed up button.
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The game gets to the title screen and then just locks.
The music is still playing and the fullscreen button works, but that's all...
I'm on Firefox if that helps.
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Everything here seems pretty generic - other than the naming, it's the same as every TD game out there, except sorely missing a speed-up button and with unreasonably small text. Given the entertainment value of the art and concept, I'd probably play the game if those two issues were taken care of.
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Good start. Kind of interesting. Needs a speed up button for waves. Also if possible maybe add more in depth and unique skill trees for the different towers? Example: Ice/Fire Arrows for archers which does dot damage or slows. Mage could get something similar with Firestorm/Frost Storm. Artillery guy could get zone damage or poison cloud shells that do dot. Ice guy could get option for constant slow with no damage in a ice field or be skilled to lock down single targets. Basically asking for multiple skill trees for each guy where we can switch when we need to but you cant unlock everything type scenario.
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So far, there's not much to make it stand out well or especially poorly. There seems to be no real reason for levels to not fit on one screen, which would be less irritating. Being forced into full screen to read tutorial text is unacceptable, no matter what resolution my desktop is. Slowing towers are simply not as satisfying as unit-blocking in similar games. There's not much actual flavor from this being cows vs vikings as opposed to any other fantasy setting. Generic units, generic spells, but nice art I guess. Hopefully, you will develop it further and contribute your own uniqueness to the genre.
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Don't mind that the game had the same mechanics as others, that's what's make them good, don't fix if it isn't broken.
BUT, when you have a TD with fixed tower positions (which I'm not a big fan of) you need to have some sort wall-mechanics, like footsoldiers to hold up the foe's in key positions.
Since we can't place towers where we want, footsoldiers are really the only strategic depth of a fixed tower position mechanic.
Hello! Thank you! We're actually thinking about adding some footsoldiers, but we're not sure, should we really do it, considering the fact that some people compare our game to Kingdom Rush. Wouldn't it lead to even more comparisons?
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A cruddy attempt to copy kingdom rush. Unfortunately you don't seem to bring anything new and exciting into the mix, but rather dumb it down wherever the going got tough.
Hello! Thanks for your opinion. Well, comparisons to Kingdom Rush were inevitable, since we're big fans of this great game and we, of course, got some inspiration from it. Some - but definitely not all, and we dare to hope that we still managed to throw something new on the table, in terms of graphics, animation and general gameplay. Best luck from Cows VS Vikings development team! \m/
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The atmosphere and polish seem to be there, but I don't see any new mechanics or interactions that haven't been done a few times before.
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Looks good. Definitely needs a speed up button. And I know that you would like ppl to go full screen but on kongregate with chat being a vital part of the site it may happen less frequently. That being said I think some fonts are a bit too tiny in windowed mode.
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You're going to get a lower rating since it's only a demo. People here down vote for that even if the game is good. But I think you know perfectly well that this is a very good game. You obviously took a lot of notes from Kingdom Rush and tweaked it just enough to have your own game. That's fine, we'll enjoy playing it when released. I just am assuming there will be some kind of P2W feature here given the weird demo release.
Thank you for the comment! We released just few levels exactly to see, will the people like them or not. In good case scenario we will know that creating and adding more levels wouldn't be wasting of time.
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This is obviously market research for a mobile game. The art style is good but not very appealing. The mechanics implemented are not anything new so for a new IP there is nothing to make it innovative or stand out from the rest of the market. You want an interesting game? Consider implementing original game mechanics that make the IP stand out. Cloning another IP and slapping a new skin on it hardly qualifies as interesting. However considering the amount of effort in this games development already you could go the extra mile. However if your intention is to steal some of the market share of Kingdom Rush don't bother, it's too well established.
Hello! Thanks for your answer. This game is not as much about new mechanics as it is about funny characters and humor. We wanted to make it character-based and story-driven. However, mechanics-wise it's still open to be developed in further directions. It means that we're open to hear what you think about the directions we should move from what we have now.
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The title of the game never stated it being a demo...! Therefore I have given it 1 star for this reason. I do like the game, just don't tease us with a demo. 5 stars coming your way if you make it a full game, and don't fob us off with another 3 levels... FULL GAME ONLY! please
We're not done with all levels yet - we want to make them really exciting! We also have to know, that the game is enough catching to play. So if you rate it low, we lose our heart here - we want to continue work on Cows and Vikings, but there's no sense in that, if players don't like it. But, we see, that you want to play further. It's nice, and probably we have to continue, thanks!
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I'm unsure why a game with so much development already put in would release a demo. It's surprising since the game is obviously 70% done. The game seems flawless. Design is a pretty squared-up TD... though of the Kingdom Rush style of prescribed tower sites (which I prefer less than more fidelity in my tower location choices, ala Bloons). I'm left wondering what kind of "interest" they're looking to see from players before they commit to that remaining 30%. (Mobile version with micro-transactions?)
Hi, Peterahooligan! How are you? Thanks for your feedback! We're pretty content to hear from you that game is "flawless", but we want to build for you and for all other players even more astonishing and engaging experience. Yet we're not done with all that we planned, and want to see, whether Cows vs Vikings catches gamers or not. We're trying to build for you the most joyful tower defence ever, and we definitely want to hear back from you - whether we're to going right direction or not.
Anyway, thanks for your suggestion about selection of tower placement, maybe we should make few levels with that option! See you!
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Hi redoxent, nice game so far! However there are a few things i would consider to add: speed up button, calling early wave should also impact the cool down of spells, "focus attack on" for each tower (first enemy, lowest hp, most hp, etc.), a description of what is needed to get 1/2/3 barrels of milk. greetings
Thanks for your suggestions GioP! We're all here at the moment (I mean our developer team) look at your sound comment and argue about how we should add all this into the game. Thanks!
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needs a speed up option and what is with the arching arrows, seeing some arrows missing, maybe have the arrows shoot strait and have no wasted arrows.