Tower progression (how quickly you obtain the "color points") is far outpaced by wave difficulty. I'm going to lose the game before I even know what the outer ring towers do. Also, it is very unclear how you're supposed to beat the first few air waves, before you've unlocked the green tower. Are your frost turrets supposed to be strong enough to take them out? That's a rather unforgiving and linear game design, when only one upgrade path will get you unscathed through the early game. A speed up button would be nice too. Still, I really like the concept. There are some nice elements here. I would play it again and I would encourage you to design some of the user suggestions into the game if you have time.
It would be cool if there were some sort of "distract" feature, common in most stealth games. e.g., a noisemaker projectile, or even a device you can plant and then set off with a remote detonator. That would allow for more a complex strategy than "sit and wait for a clear path then run for it".
This started out cute and fun scaring off the first few people, but then it dragged repetitively on and on, with no new elements added as the game progressed. A generous 3/5.
When I loaded this page I was thinking "What the hell is HELL Tetris?" Then I started a game and saw the shape of the screen and laughed my arse off. Excellent concept.
I can see what some people are saying about the controls. It is really easy to move too far when you're trying to fine-tune your movements, because it's so fast. It didn't bother me that much, but I can see how it could bother others. This was a cute concept, but eventually I started saying "Ok, how many more levels, please. Am I near the end?" Some indication of progress would be nice. For that matter, a story would be nice. You have the beginnings of a potentially fun game here. Like most people, I can't believe you actually coded this in a day. I mean, wow. Hats off to you sir. Did you have time to eat? ("Mom! Hot pocket!") ^_^
Love the concept. Hate the implementation. The controls are unintuitive and sketchy and do not "feel natural". When it's going badly, there is no way to tell what motion you're supposed to make or what you're doing wrong. In real life, I might not be able to save a dying gunshot victim, but I sure as hell could open the wound with forceps without flailing around like an idiot for 30 seconds trying to figure out how to get the patient's body to *recognize* that I am here trying to use the forceps. Quite frustrating.
I love how fast this game is. Meaning, it is quick to reset after a failure if you need multiple attempts. That is very rare in this genre. The graphics, sound, and physics are all pleasant from the player's perspective. You did a nice job with this game.
I found this to be one on the challenging side. I agree with some posters that the monsters move a tad fast, and the towers are a tad weak. Perhaps different difficulty levels would be in order here. Sometimes it's more fun to get through the story in one go, than it is to spend an hour trying several times to pass ONE of 25 maps. On the other hand, this was well-written and is an extremely fun TD game. I will be back to complete my attempt at finishing it another day. Nice job.
Your game just bugged out on me. My character is standing right next to the opponent like he's attacking him, and nothing happens. It keeps saying "New Round" and prompting me for an action, but then nothing happens, and it's a "New Round" and my toon is still standing in his opponent's face. Bug.
There needs to be a button to "Exit This Battle And Go Back To Town". And one to change equipment (switch weapons) during combat. And you should be able to create short auto-attack algorithms. Such as, Buff, Attack, Attack, Repeat. Some of these battles are taking a half hour because of all the missing. It's a bit silly. Either resolve battles faster, or make it so I can "Set it and forget it" and come back to actually playing the game when it's (*yawn*) all over. You have a nice idea here, but the actual game play needs polish.
I can't believe I stayed up until 3:30 in the morning on this hour-and-a-half boss fight only to perish with Akron at 10% health. Epic fail. And I'm going to epically feel it all day during work now. BLEH! Curse you for making such a great game!
I will say, though, that the minigames are my least favourite part of this game. They sort of remind me of the shooter coaster in FFVII's Gold Saucer. I find them too difficult, not worth the trouble, and doesn't add much to the game other than making you feel slightly bad that you didn't have hours to spend trying over and over to get that high score to get the medal. I'd be OK with them if they were just a silly way to make a few coins, but the medals make them something more. People play RPGs to get a sense of achievement having accomplished everything there is to do in a game, and adding unreasonably challenging minigames prevents a portion of your fan base from being able to feel that sense of accomplishment, because there will always be that one part of your game that they didn't beat. Just my two cents. I am still in awe of how deep and long this game is. Excellent job overall.
Balthial, I think a better platform for this game would be a mobile phone. There isn't any input in this game that couldn't "tappable" instead of "clickable". This would be a perfect app on an Android phone or an iPhone.
Couple of things: This is a cute little TD game, but GET THE HUD OFF OF THE PLAYABLE FIELD. I can't see myself in the corners due to HUD overlap, which, since this is a hero-based TD game where you take contact damage from touching enemies, is a rather CRITICAL oversight. Also, I'm not crazy about the line-of-sight shooting restriction. If that's the way you want to roll, so be it, but my preference would be to allow towers (and the hero) to shoot past each other. (I acknowledge that's a game design choice. The HUD thing is a pure mistake, though. You should fix that.) Overall though, this is a great game concept and I'm enjoying playing it so far. Bonus points for making the protagonist a rabbit.
Kupo, you have your finger on the pulse of turn-based RPG fans who have lived through the past few decades of RPG evolution. Even though there aren't any new game concepts introduced here, your game is slick and enjoyably fresh because of the wit and mood of your authorship. The self-referential humour is refreshing and keeps us coming back for more. Well done sir.
This was a great conglomeration of turn-based RPGism. Very nice quality, great art, music, and subtle wit in attention to detail. I only wish it had had a plot - not just for my own entertainment, but so that I would know how close I am to the end of the game. After a while I began to wonder if it was going to end soon, or what. The sense of purpose is lost somewhere between the opening battle and the final one. Other than that, this was pure joy to play. Nice job.
Meh. The game play is responsive and crisp enough, and the sound and graphics and BGM are all great... but these "clues" aren't really clues. You're not figuring anything out with them, they just tell you to look elsewhere. ("Thank you Mario! But our Princess is in another castle!") Also, there isn't enough of a visual cue as to WHERE your character is, when you enter buildings and such. By the time I saw where I was, I got eaten. It took a few deaths to get used to. You could have (and should have) done a better job giving players a heads-up as to their immediate situation when entering a new area or room, before the action begins. Make the player flash a couple times while the action is paused for a split second, or something like that. Overall, though, nice game.
Beautiful artwork. I've never heard of this book, but this makes me want to read it. Oh, and I don't mind that the puzzles were a bit easy. I certainly don't log in here to get frustrated and stumped by a find-the-differences game. It's just a pleasant diversion while looking at some cool artwork. Nice job.