Really wish there was a different border around skills that can only be used outside of battle. Invested a lot to get Sprint and Hide, both looking like very valuable abilities inside of a battle (Sprint: temporary speed boost, Hide: your character takes less enemy aggro) only to find out they are both basically worthless skills that can only affect how you traverse a dungeon.
My biggest problem with the drop system is it leaves a lot of ambiguity on the tower defense scale. I find myself just restarting level 20 every single time I don't get a potion on the first wave. There's so much randomness added in the sequel between the coin drops, the potions, the scrolls, freezing and especially the insta kills chance.
Everything valuable skill has a chance to work and a chance to fail and leaving brilliant ratings (especailly on mission 20) up to those who have charmed the random number generators with clinginess isn't as impressive as making them actually work for it.
Would appreciate an alternate key for the next wave button. Currently every hotkey can easily be accessed except for that key. The R key would be appropriate.
Everything is in a convenient hotkey location except for the next wave button. Honestly I'd just prefer to be able to control every hotkey with 1 hand rather than either moving my hand to press enter or moving the mouse to send the next wave. Suggest making the R key an alternate send next wave button
For those of you stuck at level 57, the trick is to go quickly. As soon as the round starts you can triple click to get through the first part. If you go as quickly as possible death has a lot less weight than if you carefully plan each and every jump. Good luck
For those of you who are having difficulty at the last part, you can skip the 2nd corner by just continuing to go up rather than making the left turn without repercussion. After that you should be able to spam jump fast enough when the smashers reset to get all the way to the flag before they have time to crush again. Decent concept. Wished the last level was more puzzle/problem solving oriented rather than dedicated to twitchy platforming skills, but a 4/5 anyway.
None of the weapons feel satisfying to stack. Cannons and lasers (the first lasers) spread out the more you have, Shock waves and particle launchers aren't viable weapons to stack, Stacking Missiles is flat out useless (let's face it, everyone wants them to stack), the second lasers are just pathetically weak when stacked, and while the repeater stacks efficiently, no one wants to stack the weakest weapon in the game. I get it, you want people to diversify their weapon choice, but all in all it just makes every weapon feel lackluster.
For proof Death Monks are stronger than they ought to be, try beating my army of high level Death Monks. Kudos to anyone who manages to even hurt them
http://www.kongregate.com/games/nerdook/monster-legions?army=604413
Death monks are ridiculously strong. They have the highest ranged damage per second, a long enough range to remain mostly untouched, and only cost 2 reinforcement points if they do die. An army of only death monks should only have the general taking damage and the resulting massive army of skeletons that form every time your general dies (who you respawn for 0 reinforcements) should be able to hold the enemy at bay until your general returns to combat. Too much damage, too much utility, no down side.
Poison scales extremely well. over 50% of the damage that I dealt on the final boss was poison damage. There's also a chance of apply multiple stacks of the slow ailment on any enemy. The final boss only managed to attack me twice before I got him stunned with multiple levels of slow. Then it was basically attacking an immobile dummy. Really depressing final boss.
That light copper sword is game breaking. The speed it offers combined with the massively powerful heals and abilities that restore mana allows you to have full health after every attack.
Level 13 should have gone before level 12. The concept that makes level 12 so difficult is simplified on level 13 and would make the difficulty a little more smooth. Excellent game, nice original concept, 5/5
The meteor spell seems a bit too powerful. I've never even bothered using the shield spell and the heal spell is negligible. 200 damage (or more if you save up mana) nukes can instantly kill quite a few of the crystals and turn the tide of the match.
The loading screen would be 10 times better if one of the enemies blinked once. I would have spent the rest of the loading time staring as intently as I could to try and see them blink again.
Such a happy game with good themes for younger gamers. I actually thought the boss square would turn into a happy circle after you defeat him. I have been disillusioned.
already nerfed in the latest version! now they deal a lot less damage.