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If the developers can’t even figure out how to make separate controls for music and sound effects, they deserve to have their games rated 1/5.
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The lack of a cross clear in the match 3 boggled me, too. IMO, this kind of game should always e.g. mark all pieces that are currently part of a line and then remove them all, rather than removing some immediatly and breaking other lines.
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I liked the game up to wave 15. No upgrades, you can't get a 5 match if it involves putting one in the corner (it only give you 3 one way leaving the x-tra 2 to sit) and the icons are way to small and fast to enjoy it for long periods of time. I still played through the 1st 30 waves. HURRAY A WITH A SEQUEL!
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interesting concept but somehow this sucks because of 1: towers can't be upgraded 2: not enough things to buy at shop 3: it gets boring after even only 1 map completed
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interesting concept but somehow this sucks because of 1: towers can't be upgraded 2: not enough things to buy at shop 3: it gets boring after even only 1 map completed
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interesting concept but somehow this sucks because of 1: towers can't be upgraded 2: not enough things to buy at shop 3: it gets boring after even only 1 map completed
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Interesting proof of concept but the execution is everything boring about match3 and tower defense games combined.
The store doesn't kick into until a 30 round clear--no way I'm playing the world's simplest match3 again so it may as well not exist.
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i like
1. you have to buy towers at store
2. you can do something while you wait for next wave
3. you can cast spells
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Very interesting concept. Tower choice is poor, need to add more different tower types, including some that effect both ground and air.
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if you like this, get the puzzle quest games. They are for PC and DS. XBLA coming soon...they just released a new one. just google puzzle quest. This guy uses their match 3 puzzle.
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There's the kernel of a great game here, but it wasn't quite realized... Both the puzzle aspect and the TD aspect just felt a little shallow. I agree with other posters -- adding bonuses for 4 & 5 of a kind or for accomplishing longer combos would be nice, and perhaps that would give you some room to get more out of the TD as well?
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I agree that chains and 4 or 5 in a rows should give you more. Also, to make it trickier, you should be able to upgrade the towers. Maybe have another type of gem that upgrades.
My one last idea is to have some of the gems be more scarce. Those gems could be used to build powerful towers, which gives the player something to try to work on, instead of just clicking the first thing they see.
4/5 but could be better.
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Great concept, poor implementation. The map ended up too small and cramped, and you completely missed what puzzle quest was about by not including bonuses for chains, 4 or 5-in ones, or double matches. As well, I had a couple of times when I made more than one match on a combo, you took one away and dropped the other one out of alignment. That needs fixing as well. 2/5, fix the problems and it comes to 5/5.
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I love the idea. The game's pretty good. 3/5 and here's why. Minor thing - some of the text ("The next level is air...") interferes with buildable map. More major - looks like you're using a greedy algorithm to find matches. Need the ability to recognize that a swapped in piece fulfills a line in the horizontal and vertical in the same move (not a huge deal for lines of different colors, but this makes a connected color 3 and 3 not work and is obnoxious). Good start!
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Awesome concept for a tower defense game. Very clever! Mixing a puzzle game with a TD one, was a good idea. I'm not a fan of any of the two genres, but I admit that this game is original, and well done.
The music is a little annoying, but the mute button does it. The only thing I'd add to this game is an option for upgrading your towers during the game, and an option for deleting some towers. Otherwise, the hotkeys make very easy the in-game action.
Great game, I really liked it. 5/5.
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I love TD's, and I love creative twists on TD's even more. This game is very nearly the complete package for me. The only improvements I'd like to see are perhaps a larger overall screen, puzzle sprites about half the current size, an option to increase rows & columns on the puzzle side, and separate volume controls for sfx & music. Being able to upgrade individual towers would be nice, but not necessary, especially considering the shop feature. It would be nice to see an upgrade this tower feature in the shop - perhaps increasing the rune cost of the selected tower in exchange for a preset boost to range, speed, and/or damage. As it is, I've added it to my favorites list and give it 4/5.
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Nice idea, like it alot. But...it could use some small improvements ;)
fx: Next Wave button and less Starting Towers.
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from what i see so far, this is a good game. excellent concept- fix some things though.
as others have said, just gray the tiles out and add a send wave button
find a use for money upgrades?
make it so you cant place towers on top of one another
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its very cool. though I'd like a start next wave button instead of 'click on puzzle screen to start next wave' I want to keep doing the puzzle and I accidently start the next wave.. Just grey out the puzzle section and have a seperate button to start the wave.
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This is a great idea that needs more work on the execution. The TD side of things especially needs more work, but keep at it and kudos for the excellent concept.
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Balance turrents and creeps!
It's an interesting mix of features - shop and inventory is very cool. The puzzle bit is also good, but that takes alot of focus away from the TD part.
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3/5 as it is...the puzzle is addicting(I've played puzzle quest for hours), take some suggestion such as mana bonus for 4/5 in a row. The towers need some adjusting and the graphics need to polished. Take care of that and it's an easy 5/5
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A little visual polish would be nice for viewability. Balancing the towers and creeps a bit more would be good, too. There is a ground unit that is a bit too strong, and the towers themselves seem almost random with few functional differences.
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weird that only one row or column of 3-5 gets removed from the play at any single time... the towers aren't balanced for mana and power, say that lightning tower (18R 18G) seems to be superior to everything else, so I end up with tons of Y and B left at the end. Passed one level, got me to buy 'Eye of Ra'... hehe, 50Y is a good price for such an instakill, but I wonder, do they target one and the only enemy to kill outright? 3/5