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there was me putting traps on the road,then send wave
Then they got out a cave and arrived at the end without difficult
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Hrmm.... I suppose it isn't bad, though it is not Protector. It's got some serious targeting flaws too, I had units ignoring the weakened things that were almost to the target to attack things that still had to go through the rest of my winding defenses. Work that out, and maybe some other things, and I think i could boost this up to a 4.
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The reason the path shown turns off after each waves starts is because it slows the game down, even with low quality. By the way, why it the "unit ignore" skill for the monsters necessary???
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Graphics failure leading to crash occurs after a short while because of some animated traps and spells. Disabling animations option or lower graphics choise possibility?
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I actually like how the game has a massive grind in it. What I don't like though is how long each grind session is. 10 minutes a map for a random 4 pieces of loot. It takes way to long to start leveling anyone up seriously. A 5x or 10x Speed Feature would sell this game a lot better, as well as a auto send feature. Those two negatives are enough to make me stop playing, but if they ever were fixed, I'd be back to playing in a heartbeat.
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The core of a very good game is in place, but there are some major problems. As noted by many others, each level takes way way WAY too long. The visual interface has some real issues. (Don't turn off pathing if I turn it on. If you have ranged units, display the range after placed.) There's no sell function. A few basics needed to make the game engaging aren't there. Shame to put so much work into so many interesting ideas with traps/development, but the game grinds so pointlessly the player never feels engaged enough to try it all out.
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i would HIGHLY seggest that scince we get to build our own pathways you be able to sell un wanted towers seriously if you mess up making a very complicated path there goes all your hard work.
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OK. undefined's games are always big on grinding. I get that, I'll live with it. But the design decision to keep the monster path secret is infuriating. I realize it's "my fault", but the third time I lost an entire wave because the monster's path changed on me, I decided that life is too short to play a grindfest with a poor interface.
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It's a pretty big let down that there's not even a single note from the developer on any of this stuff... this game could be pretty good but we seem to be stuck with what is clearly a beta version...
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Am shocked nothing has changed well after a month of viable complaints. I tend to rate up games for prompt dev feedback so in all justice the converse applies to this game.
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seriously?? still no damn update for this game? its like undefined just decided to make the game and then just ignore his fanbase completely and leave the game as is.. way to alienate your fans...
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has bug when clicking character to upgrade, it disappears and i have to click the char. many times to get option to stay up
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What the rules of this game demonstrate is bad strategy. Good strategy: make it so the enemy CAN'T reach your base. Bad strategy: leave a hole in your defenses so they can.
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This game has a lot of potential and I really wanted to like it. However, in the end the flaws just outweighed the fun factor. I won't reiterate them as they have already been said. These flaws are all relatively minor though, and can be fixed with just some re-tuning. Here's hoping for an update with some tweeks.
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Giving a 1/5....the waves....wow so long... and each map.....is like a 30 minute fight on the fastest speed (possibly not literally 30 min)....just too long
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Best trap/units/spell layout is Barrier Lava Drain Slow Warrior Ranger Paladin Soul (Ice or Holy rain) (Rage or Blitz)
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Just a hint for tthose who are playing about the in-battle upgrade costs and effects
it goes somewhere around these lines for all units:
cost att Charge Time Total Cost
1,0x 1x 1,0x 1,0x
1,2x 2x 1,0x 2,2x
1,5x 3x 0,9x 3,7x
2,0x 4x 0,8x 5,7x
just multiply those for the units base values and voilà!
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Great game. I was going to recommend some more hot keys, w for wave advancement, a for auto send, f for speed increase. this would allow for all hot keys to stay in same area but would allow for increased ease of play. Exceptional promise - I have always enjoyed this developer's games.
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endless mode isn't working properly, well itself is, but u get hardly half the ressorces displayed at the end of the game! rly annoying!!
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You've probably already been toldthis but a private first class, 1 arrow and 1 l line, is lower than a corpral, 2 arrows. But in game its backwards, which is a little confusing.
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I feel as though this game is not yet complete, no offence, but it is mssing a lot of features that are found in your other tower defence games, except i this one you have to build all the tiles to place "towers" and the gold drops and starting prices for purchacing "towers" is about the same in other games, making money a very annoying problem. Another issue is although the reasorces for upgrading and unlocknig units is a good idea, it forces the player to grind the same level over and over again, and with no prize for getting to a point in a level and dieing, checking to see if your ready to beat the next level is just a waste of time. I'm kinda dissapointed in this game, it feel incomplete and forces grinding. 3/5, I'm just gonig to have to wait for the next Protector game i guess.
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Seriously, needs a "select target" option, im tired of enemies getting to me because my units want to target the closest unit...
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Now didnt the tutorial say that endless mode was a good way of getting reasorces? Because i epicly failed lvl 2 becasue of vampires so then i tried lvl 1 on endless, died after waves 12 or soemthing and still didnt get any reasorces so now ill have to grind lvl 1 on normal to try to get some
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Bulding an awesome maze filled with people and a few traps here and there, then "Your units cannot target this enemy." fffffuuuuuuuuuuuu-
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I am a big fan of tower defense. I was bored with this one in the first level.
Graphics: the backgrounds and enemies look great, but my units look flat and boring. The animations for my units are so quick they seem fidgety.
Gameplay: There are many enemy types, but they are not introduced to the player, you just have to go to the pause screen and mouse over them. You should start with a few unit types and introduce more over time. Most TD games show the upcoming wave or waves on the screen as you are playing. I don't want to click a button to look at what is coming up. The number of waves is too high, especially for the first level. The units and spells should be introduced more slowly.
Story: a sense of progression helps to draw the player along. It doesn't have to be great; just some small excuse about why I am here, what I am defending, and why the enemies want to get through.
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I have the newest flash player 11.1, but after a couple of games, the games start lagging really bad. I begins to stutter every 3 seconds until it crashes. It happens on my laptop and my desktop, it beginning to reach the point that I don't want to keep playing, since it starts to stutter after level 24. I hope you can figure out what is wrong.