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*looks at stats* "Time Wasted" Wait what? Most stats say Time Spent, but this says Time Wasted.... I think its telling me something
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"Sir, what are your orders?" "Just stand in one spot and attack the oncoming enemies." "But sir, what if the enemies were to...move away from us?" "Stand in one spot. I'm sorry private did I stutter?" "Uh...no sir...I'll just stand here and attack enemies who come close to me then..."
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So not allowing us to sell would be forcing us to be more tactical, if we could actually see what waves there are. Since we can't, it's a dick move that just forces us to have the level memorized through trial and error so we don't build a lot of units that are good on one wave and just get absorbed on a later wave. Poorly thought out mechanism.
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@TomK38 As someone who played this game when it first came out on Kongregate, I can assure you that it did in fact used to have a wave preview feature. I probably couldn't have gotten all the badges without it. It's only been in the past year or two that they got rid of it for some reason.
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Wow, trip down memory lane when the badge of the day is the game that brought me to Kongregate and the first game I ever got a badge on
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Wait, it costs me 25 gold pieces to hire a master of the arcane arts, but 50 to hire some yard workers to clear out some rocks or grass?? Man, the gardeners have a good union in this world.
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A bit to slow but a decent Td overall. One thing I would like is the ability to click skills to remove them instead of having to reset all the skills each time you want to adjust a few. keep up the good work.
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The other Protectors are vastly superior to this one. I'm so glad the author was open to suggestions when continuing with the series. I've beaten the others and MY GOD getting the medal for this one SUCKS.
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I'm kind of a long time player to the series and this title as well, though I never gotten around to getting the hard badge until now. As such I still maintain the high rating for the game that it originally had even though it is clear that the TD development went forward a bit in the years (as evident even by further games in the series). I would, however, like to express my disappointment at the removal of the wave preview feature. Without it the initial approach to a level is guesswork only at times assisted by a hint in the level description. The player is all but incapable of knowing if the the final waves will maintain the same elemental weaknesses as the initial ones, what's more, this title doesn't permit an effective "good against everything" build, a trait I always deemed a plus but which is now detrimental to the gameplay. I honestly have no idea what might have brought this design decision.
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Things my mages can do: Command the elements to their whim, rain down fiery/icy/poisonous/electrical wrath upon their enemies, break the very laws of physics to channel the powers of nature itself.
Things they can't do: Stand on grass or rocks.
What?? They have very delicate feet.
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Tips: Most levels can be beaten by building 1-2 Specialist energy mages, 1-2 Specialist cold mages, and then massing Generalist fire mages. Fire mages are the most cost-efficient damage dealers with the least amount of units immune to them. Higher level damage upgrades are generally not cost-efficient, so I recommend only going up to level 2 fire mages. For marathons or fire-immune units, you can just make ice mages in a separate area to catch whatever the fire mages can't finish off. For the Hard 10-wave rat-only level, I recommend Generalist dexers/warriors, and for the Hard 10-wave air-only level, Specialist archers worked for me. The advanced units are generally good only if you've got too much money to spend and too few spaces to fill.
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The bar that shows the map's incoming monster is missing =/
(with the numbers of rounds and the monsters information...)
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Lighthouse Wave 33: These enemies GAIN health when you throw fire at them. Me: Red Mages, hold your fire; let the Blue Mages shoot instead. Red Mages: No! We must shoot! You cannot tell us to stop! You can't destroy us or sell us either! We will MAKE YOU FAIL!
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It's a shame how much this game hasn't aged well due to the lack of a speed function and overall difficulty, but as far as a game from 2008 goes, it's not bad at all. I was hoping for a small ending instead of being shot back to the main screen though.
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Slow, boring tower defense. Well, at least game have upgrades! Oh, wait. Upgrades doesn't make any difference. They even don't get game easier or less boring :/
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This game used to be great but my only problem with it is that they totally removed what helped MAKE this game in other words, the wave preview bar, thats what made this game so addicting and why I could play it for so long, but now its become guess and wait, before i could stand the slow pacing of the game because this allowed me time to plan ahead for the far ahead waves, but now that you removed it it took ALL strategy with it, its now just luck.
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You could save so much time by eliminating failed attempts at levels if you could see the enemy line-up before you placed all of your units... :(
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The game needs to be much much faster. Either just do everything faster by like 3x in general or give us a fast forward button. I'm only on level 2, wave 4 out of 20 and already bored to hell watching those slowass crows take 5 minutes to walk around. It's a good game I bet but the superslow pace is very annoying.
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i didn't use any advanced units and almost didn't use swordmans! Just upgrade all your mages to maximum level and place equal number of each mage on every stage.
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Tips to help with medium badge for the quest. Map 1:Use 2 Dexers and 3 fire mages, upgrade your dexers first. (Now spend your point on fire mage cost lowering) Map 2(The one that has 15 waves):Use 1 Dexer and 1 fire mage on each of the entrances(Also add 2 extra fire mages, one after wave 6 and the other after wave 7, keep them fully upgraded at all times or else you'll let some through on the bat swarm[wave 8])(Spend your point on fire mage damage increase). Map 3(20 wave one, near the top of the map): Place 5 fire mages, avoid the 2 blocks on the NE side of the map(They don't cover much room). Once you get up to the last wave, spam dexers EVERYWHERE. You should get through with 29 lives left.(Re-asign your points and get archer and persuader1). (I'll continue this later).
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Most frustrating game I ever played. Playing one hour on the marathon level to get the Badge Of The Day. One of the last waves has fire absorb. Couldn't kill a single one. But all down to 20% or less. No second longer will I play this game. And 'twas such a nice day...
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I remember the first time I played this game it was fantastic and strategic. Now coming back to it years later to find they removed the Wave Preview bar makes it an absolutely terrible game. Later levels especially it is literally impossible to plan ahead for monsters that are flying or absorption because you CANT TELL when they are coming until the wave before. This turns it from a great, strategic game of planning out how you are going to build and upgrade throughout the level to just a stupid 'build and see what comes, then go back and try again'. Such a shame.
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A single match takes like half an hour. Way too long! And then there may be one wave that's good against a specific type of mage and all that time is wasted.
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If you have lags, the tip from Monsters Den works here aswell:
"I know the game runs slowly on Kongregate, but there is a workaround which seems to help. Right-click on the game and select Settings, then set the amount of storage to ‘Unlimited’."
Apparently some problem with old flash games. Spread the word^^