The lack of depth is disappointing, the maps are too long (most waves are equal anyway; why not simply skip them?) and overall it feels like it's been artificially lengthened. I'm still hoping for a new Protector, that doesn't turn into a grind after three maps.
The badges completely lack balance. I'm nearly at the end and I haven't got any "Affinity" badge over rank 1 (50/type), and I'm supposed to get them up to 700? Right. Additionally, there are no 100wave fights. This game is riddled with imbalance.
I'm glad to see this as a daily badge. This is still, in my eyes, the number one game on Kongregate. The sheer depth and size of the game is astounding. To this day, my Kongregate bookmark is still "The Slightly Unofficial Guide To Caravaneers". Here's hoping for a Caravaneers 2!
I'm a big fan of your other games, but this was a complete disappointment. No depth in gameplay, no strategic elements and no synergies to base a tactic on. You even messed up basic things: talent resets are a MUST for any game with RPG elements; have talents do something beyond the generic "+x of stat y"; introduce trade-offs of some nature (e.g. call waves early for extra money). Lastly, I think it's great you borrowed from the fantastic Gemcraft, but downright copying elements is a bad decision. Now, you're game is like a very, very poor Gemcraft clone. This has been a sad day for all your fans.
Some weird things: 1) I bought the best armor chip, but I'm not feeling any sturdier. 2) The best battle to repeat for exp and cash is the first big ball, which is unlocked after two wins.
THe skill system doesn't really work well... Damage OR a limited side-effect per upgrade is harsh, but limiting it to 5levels is just cruel. I haven't seen a single skill that was as useful as pure damage. Due to map layout and scenery, the Indian's boost effect is limited. Except for th see-invisbility, no skill is worth getting.
I'm a bit divided on the AA tactics. I think it adds a new dimension (Heal through air attacks vs invest in AA towers), but it's a bit annoying at times, especially since you don't know where they're coming from. I saw a "Always from the opposite side of the map from your base" comment somewhere, but that's bogus (see level 8). Adding those markers BEFORE the round starts would be much better. Aside from that, upgrading a tower often requires something that is out of your control (e.g.) destroy X units of type Y. Maybe add a "manual upgrade" option ($ cost, or build a building you CAN control) for emergencies. All in all, I really do like the game. I'd like some more persistence than just the tower unlocks though. Skill trees are always fun!
Bit boring. The "take control" mechanic is very original, but the rest is generic TD. Linking left-over money to upgrade money has never been a good idea. Achievements without any "gain" are a waste of time and effort, both for the player and for the programmer.
I agree with comments that say it's a great game. It does many things correctly and I'm very impressed! However, I'd like to point out some "annoyances" I had, hoping to get an even better sequel:
-I like that there are three classes to play; I don't like the "standard Warrior" as second. I'd prefer going Solo or having a full-control party. It's weird to have a party member you can command and dress, but not level up.
-I like that loot is randomized, but it’s too random. The game seems to favor rogue drops, but I don't have one. Rolling a warrior makes it doubly annoying. Also, I found a Sea Twig in the final dungeon...
-I like multi-talent trees to customize your character; I don't like the strict pre-reqs. You're stuck sticking to a single tree, rather than being able to diversify. Often a single tree has all support skills, while the others have all attack skills.
Minor issues, but I thought I'd mention them. As said before: This game is really good and I'm hoping for a sequel!
The fundamentals are good and clearly a lot of effort went into this game, but I must ask: Did you actually playtest this game? The first few battles up until the first stronghold were fun. The stronghold battle itself was incredibly boring. Now, all that remains are an INSANE amount of random battles of which many are the same.
Do yourself a favour and play the "Sonny" games. In terms of gameplay, it is much the same as your game(s): a story is told through cutscenes and the game itself focuses around tactical battles. The first difference you should notice: Sonny is DIFFICULT. The second difference: Sonny has far less battles, but they're all unique (and difficult!). The third difference you will notice: Sonny's skill/stat builds are complex. No standard '+25 strength', but multiplicative bonuses and tons of skills.
This game really has potential, but in its current form, it's boring and repetitive once you've done the first ten battles.
The concept is great, but there are WAY too many items. I'm at 19/25 of the story and I'm already very disappointed with long it is dragging out. I don't intend to continue, even though the last badge would get me a level up.
In the help section you will find a link to the walkthrough ;o)