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It would also be great to be able to hover over a feature in the beastiary, and see a description, example: Evading Arrows: 25% chance to dodge arrow attacks? (Not sure which attacks these are myself though, maybe only the archers attacks?)
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It's silly that when I get the acheivement for 2 starring a level, I don't get the acheivement for 1 starring a level.
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ppl this game is perfectly ballanced. u just need to do some math with armor and towerdmg.
goblins can be dmgd by everyone.
goblin warriors can be dmgd by everyone, but they avoid projectiles. they cant avoid explosiondmg.
orcs cant be dmgd by archer. normal mage is MORE effective then tier2.
spiders cant be dmgd by archers.
skeletons cant be dmgd by archers and ice mages. fireball and frostmages r most effective.
against giant spiders u will need at least catapult, sniper or tier 3 mage.
to kill shaman u will need fireball mage, sniper or explosiondmg.
same for troll and oger.
orc champ and lich can only be dmgd by sniper and mortar.
some times u have to work ur way around armor with spells and crowd control.
ice and frost mages can freeze enemies. freeze lowers armor of enemy to 10%, so that even archers can do dmg. thats why freeze spell is the strongest and 1-3 frost mages r must have late game.
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perfect game!
awsome work.
but please do some bugfixes for GUI. unit selection, spell and unitbars r bugging out sometimes.
and a shortcut for unit upgrade would be nice. but thats not so important.
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NOW I understand. if you want to have a path without damage to your forces you need to leave a ''2 square'' space to get to your archirmage: you can´t hide him with units after the forceshield it's broken.
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This game lacks good balance. Basic archer towers are weak, basic mage towers are too expensive. Gold for calling a wave early is a tired game mechanic which serves to punish people who make the intelligent choice of not taking on too much at once. Overall this type of game has been done before and done better. 2/5.
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(continued from last comment) The text on the levels kinda covers it, but not enough. A storyboard at the beginning and end would add a LOT to the experience. Nothing happened at the end, which was disappointing. A final boss would have been nice, too. Autopausing, "M" for "Mute", and "P" for "Pause" would be nice, as well as being able to go back to the main menu. (continued in next comment) But, back to good things - I like the strategy involved, where you can create a trail or maze the enemy has to follow, as long as you don't block them off (on that note, the towers should be able to heal; upgrading that could be good for a General upgrades category). A very powerful tool. The coin system with achievements is awesome. / So, overall, a really solid tower defense game. Keep up the great work, and Godspeed. Oh, and two thumps up on Gura_UK's comment.
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Just beat it. I reverted to casual mode near the end because it just...got a bit much. X-D Anyway, great game - stellar music, graphics, and gameplay. Great units and upgrade system (though I think there should be more upgrades; General Perks might be a good category, plus the Archmage seems a bit weak). The intro thingies on the levels are nice. Great main menu art. / The downsides are that it's too hard and time consuming (grindy), however, the positive traits were so strong that it's worth it. An even bigger downside, actually, as Casual Mode (it's not exactly what I would consider very casual, but that's OK) kinda deals with the aforementioned issue, is the lack of story. (continued in next comment)
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argh...fire mage has 1/3 the range of the default mage?! when i upgraded him he could no longer shoot far enough to hit ANYTHING!! terrible.
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I dont understand why the enemies after lot of waves without attacking towers when they have space they start attacking everything in sight. at least should be a perk for all units to heal little by little. its a pain in the a**. you have a large map you can use because you cant create a path for the enemies (you can do it just in the first stages). The guy who created the rule that in some TD games towers should take dmg should die! :D
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I have no idea what anything does. There's no description for towers or upgrades. What towers work well vs. what monsters? Are there any special properties? What are the strengths and weaknesses of, say, fire vs. acid? Tooltips, please!
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The way magic spells are cast needs to be reworked, it shouldn't cast directly underneath the button after clicking it.
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In orc's camp I followed advice and put towers away from paths, but on the last wave, the big monsters went directly after my towers instead of the normal path
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Currently, the large monsters that attack your towers on the ground kill your towers so fast that there's little room to actually put your towers on the ground PLUS their health makes it that much more aggravating and grind-filled. You should at least get a REFUND on your destroyed towers.
Beginning from mission 8-Spider City you will always meet huge monsters (from mission 5-Ancient Graveyard in hard mode). Just think carefully about tower placement and monsters don't destroy them.
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Can't get past level 5, went back and did hard levels on 1-4. I hate, hate, HATE that the big monster attacks every tower it comes in contact with even if you leave it enough space like the direction says to do. Anyways, anyone eat level 5 yet? Any suggestions/ tips?
There are no huge monsters on mission 5 (Ancient Graveyard). Only on hard level 5 you will meet Spider Queens. Don't build any towers on right part of road, build tower only on grass. Tip: better complete 6 and 7 missions in normal mode and then back to mission 5 hard mode.
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that big monsters! I really hate them!... should be nice if the dont attack if the have enough space to run... let's say 2 towers long. so you can have more strategy options
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so, despite what they say, if you leave an open route for a large monster...it just attacks your towers. Really? Nothing but a grind game. Probably get to pay for "premium" if you download mobile. I enjoy a challenge, but after 4-5 hours, THIS GAME SUCKS.
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The rewards increase your startinggold. Took me a while to realize this :D
With a little refinement you have a nice game going.
Maybe add a few more options, like peasant/miltia, that occupy a square, is cheap, with low damage. For mazebuilding/blocking.
Have to grind to upgrade the higher tier units for them to be reasonable to use instead of two lowtier units.
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took me way too long to understand the map could be moved. level 4 was a battle against invisible enemy(but still won after some grind).
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Enemies don't give enough gold, Max gold upgrades increase too slowly, Towers cost too much to upgrade for the gold you get.
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after playing for a while i'm understanding the gameplay, and think its a great game. Not for gamers who want to beat a game in 15 minutes as Hisi said. The new update has made it much better. PS the coins from rewards are added to your starting money at the beginning of every map.
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interesting game... just 3 things: 1st, the map! pointless the need of move arround when the map it's just a little bigger than the screen, I prefer to see all at once. 2nd, need a little of balance. 3rd, the unit selection can be better.
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Except for beeing a little too grindy a great strategic challange. Too difficult for casual players, but I'd say 5/5 for strategy experts.