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1/5 its way too boring frost towers are the best but almost the cheapest too? they should slow and hit a little not that much
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agree way too easy of a game. need to increase cost of upgrades or slow lvling of towers or increase resists. Frost towers shouldnt do a lot of dmg (thats a standard of TD games)
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@wsargent1980: there's a valid argument for weakest first, when all the enemies eventually have regen - kill him before he negates the damage you've already put into him. but it's not reliably doing that either.
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Has some new things but overall I found the pace of it to be very slow. You want to try different things you have to sit through painstakingly slow moving monsters for several waves till you get back to where you were to try something different. Beating it with a super-frost-tower works but isn't exactly interesting =/
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why the hell did you set the AI to attack the weakest enemy first. It should be closest to the goal or let the user specify. thumbs down dude!
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you dont need to max the frost tower, range is enough. I usually start with frost tower, put it somewhere in exact centre, max range and then wait for $2500 for golden tower. And then just max it, then next golden and so on. until 10 goldens up or so. only then start upgrading ice again. and then start building flame towers (not upgrading) so they level up a bit for final boss. (some 10 or so is nice enough). Works in hardcore mode (current #3 on hardcore3 yay )
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As a uber fan of TD games, this one was....gut wrenching. slow gameplay on many different levels and horrid AI. bleh.
3/5
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It's an alright TD but the targeting issue really kills the enjoyment...why do the towers target the LAST creep in line, letting the first ones through to the base? It makes no sense...
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nothing new, simple and casual TD: splash, slow, slow rate, fast rate towers etc... i,ve about 1000 games like this so far and it,s getting boring for me to see another clone... 2/5
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Sadly it becomes to easy as soon as you discover the power of the Frost tower.
Buy one of these, place it centrally, Max Frost tower upgrade, and expand range to cover to the whole map and then work on gettin reload down. If you do you'll be unbeatable until it's maxed and then you'll have plenty of cash for more towers.
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YES! THANK YOU SO MUCH! I'VE LOOKED EVERYWHERE FOR A NEW TD THAT I HAVEN'T PLAYED AND YOU MADE THIS UP! YAY! THANK YOU! Although, it quickly gets boring. It's kinda old fashioned. Make it a bit more modern and add a few tweaks and dude, it's perfect! for now, 4/5
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from the urban dictionary:
Fujitsu:
a) Ancient martial art of taking a first-rate idea and delivering it in a second-rate way.
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exactly term3186, with a frost tower it's enough, and than you put some fully upgraded golden tower and you have the sensation of being the FUJITSU CEO....!
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if this isn't a paid advertisement, it should be. i still regret getting 'golden palace' tattooed on my forehead without asking them for cash
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Gee, another generic TD game where more generic enemies wander stupidly along another generic pre-designated path being shot by the most generic turrets ever... The only inovation at all is now when my turrets get the exp to levelup, they just do, instead of me needing to spend money on them. As simple and generic as this may sound, it is sadly, the most amazing innovation to TD games I've seen sense Dungeon Defender. sooooo 3/5
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i think that [with the targeting] the shots slow down the enemy so that other enemys can over take the one being shot, though the turrets don't follow the leader.
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Enough new (to me) ideas to justify adding to the genre. RPG elements have become the new table salt -- a pinch in every game. The gold tower is nice, but does unbalance the things pretty fast.
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Targetting system is a little off Towers don't always attack the closest "enemy." And no, not just in the beginning throughout a whole wave. 3/5
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Biggest bug I can see aside from some of the targeting issues is that the sell price of towers doesn't scale with their strength
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A good new addition to the TD genre. The main thing this needs is an improved targeting system (aka attack the creep furthest along the road, not some random one). Some other things:
A little rebalancing as Yajin pointed out (different maxed out points, to make the machine gun distinguishable from a sniper, for example). The "storyline" should probably either be completely redone or eliminated, as it doesn't really add anything to the game. Might also be nice to have a sandbox or unlimited mode, too, or something else to shake things up and add a little more replay value (since getting to lvl 50 is not hard, and simply trying to get a higher score is less interesting than trying to get to a higher wave).