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to all the naysayers saying 1/5 and whatnot. It's currently at Avg: 4.07. Take that!! Also, online save should be a requirement.
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For everyone that's whining about not being able to mute the sound... every modern browser will let you mute the tab.
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When will developers learn not to force a tutorial without enabling a mute button. It really annoys people who like to listen to things in the background while casually checking out games, and on an idle game no less.
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IF YOU ARE HAVING PROBLEMS w/ save,or to save yourself some headaches, and frustration, use Chrome, ya it sucks, however there is a good chance the game WILL NOT save your progress unless you do. That is All. Good day. God bless.
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Why could anybody think it would be a good design to start the essential tutorial befor the option of muting the sound?
It is weird to find this bad design in so many games.
Only "new wave kills" count towards kill count. Check the "Notice" comments in the equipment menu to see the definition of a "new kill". This is meant to prevent super-easy-wave-farming for massive kill bonus and equipments.
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when you place your first tower the game asks if you want the tower really be there. there is a confirm and a cancel, the cancel button doesnt work!
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Doing rewards is a very nice thank you to your players. However, making them work only on the day they are given is a little ridiculous. You were recently on vacation yourself and your players may in fact want to go on vacations as well. I would recommend a code system similar to IOU Universe where the codes remain active for 7-8 days. This way you never feel as though you will miss something just by being away for a few days. Keeping them active for a little longer will make people much happier, and keep your player base always looking for more :)
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To all those people who are having save/load issues - try refreshing the page a few times. A few people have mentioned their save file will eventually load correctly.
In the meantime, I am working on a more permanent solution to this problem. Sorry for the inconvenience.
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Between the lag,the kill-counters not working, the many people that can't save I'll downrate to 1/5 and find something else to idle my time on.
The kill counters do work, but most people haven't been reading the "Notice" messages that explain it. Kill counts only count on "new wave kills". So if you are farming you will not get kill counts. That would make it way too easy to get Tier 10 equip and massive damage bonuses.
Lag and save issues are being looked into. Thanks for giving the game a try anyways.
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Tutorial is too boring and long, research a little about how to make a good tutorial because I had to skip half of it because of that. Not a good idea to give all the info at the same time, most of it you forget it after 10 minutes anyway.
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When will devs learn that making sure saves are wel...safe is THE most important thing EVER? I'm really sorry, because it looks like a nice concept and good design, but until the saves are fixed 1/5.
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Tower skills are too annoying to use for such limited effects. Suggestion: Instead of giving each tower a mana rating, instead give the player a mana rating and have the tower skills be toggles that subtract from the player's maximum mana pool when they're toggled on. Then the player can only have a limited number active at any given time and has to decide which ones are most beneficial to their play style. If the player gets personal skills that also draw on mana, it would add a further element of strategy.
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having to buy a new tower, place it in a spot you want, seeing the range sucks there and then having to re-buy it and try again is a bad placement idea, would be nice if range was shown before placement like all other defense games, not to mention the bug, if you cancel the purchase all other towers cant be moved.
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please remove the pop up after claiming rubies, it's a freaking waste of time, I know what i'm getting, no need to show again
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awesome concept and great potential. I would LOVE to see this game developed further and is a diamond in the rough worth millions. Honestly, with following feedback and a ton of work you could make a very pretty penny off this idea. However, immediately I noticed that the game has a very strong "Im new to game design" type of feel. Nothing too innovative and all the mechanics are very basic and 1 dimensional. With a ton of updates and itterations of the game this should be a great freakin game. 3/5 for current state. 6/5 potential. Hope to see you around mate!
Only "new" wave kills count towards kill count to prevent easy auto farming of early waves. Read the "Notice" message thing at the far right of the equipment menu. It explains what a "new" kill is.
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lost my save, so i won't play. Good idea, but i don't get the tower defense entertainement. I always complain about not having a true idle game with required clicks. this one is nice for that however the active part of the player isn't good. Get towers up so you can farm quick a wave then advance and repeat. It gets closer to a regular idle game and the tower defense part is not exploited in my taste.
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Interesting concept! But you know that. The UI seems clunky for my taste, and the progression, in many ways, is odd.
4.5/5 for the idea, 1.5/5 for the gameplay. 3/5, keep chuggin'!
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Except of course, when the tiers also multiply the strength of the towers. But that would then incentivise building the towers you like most the last, and with a game that takes a while that's maybe not a good motivation.
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I'll say though, with tiers only decided by build order and not tower power (heh) and upgrade costs also rising with tiers, this makes low-level towers built for prerequisites at a later point less useful, since the normal mechanism of their upgrades being cheaper to let them catch up doesn't exist here.
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It's a good concept, but having the music blast straight away with no option to turn it off until I've finished the tutorial is a terrible idea. Either don't have the sounds start until the tutorial is over and we have access to the options, or have the options accessible even while in the tutorial, or ask before the game starts what sounds we want on or off.
The gameplay itself is fairly good though, would have liked to been able to choose priority targets per tower. There definitely is some memory issues though I'm not sure if that's on my end or the game.
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With every tower on the map stacking up the price for the next exponentially there's going to be actual build order strategies here, I like that. Since this isn't something you know in the first playthrough, it would've been nice to be able to remove towers though, since reaching wave 50 takes a while.
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An innovative blend of genres predicated upon the simple notion that it plays itself without player micro-management...a TRUE idle game, no less!
Until you turn off whatever contraption you play it upon and have to start all over again from the beginning, so the only 'truly idle' part of this is how such a ridiculous, fundamental and genre-defining, gamebreaking omission was ever permitted.
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Pretty serious memory leak somewhere. I even refreshed and it got worse. Could be coincidence but it started when I got my first Equipment and Gem rewards.
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I like the play and concept :) Unfortunately, it didn't save and all progress was lost :( No export, either, so couldn't do a side backup
I have heard from other players that if you refresh the page a few times, your save file will eventually load correctly. Mayhaps give it a try? In the meantime, I am working on a different save/load solution.
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are reward codes broken? i can't copy and paste the code in there and when i type it and click try it, nothing happens?
Reward codes only work on the day they are given - which hasn't been for over a week because I've been on vacation. But they will start flowing again tomorrow.