In case the developer cares, my comment refers to things like binding unit groups to keys, adjustable scroll sensitivity, the ability to zoom in and out, and some sort of overhead map / radar.
I've played through it twice and enjoyed it thoroughly both times. Things that would make it better:
a. The ability to reallocate your upgrade points between levels.
b. A longer campaign.
Overall a great game. 4/5
Ah, a "memorize and execute" reflex arcade game. Well, I suppose someone had to write one. These aren't generally my cup of tea, but this is very well written, no apparent bugs, fluid motion, responsive controls. 5/5, nice job.
Can someone outline a strategy for this game? I'm not even coming close to the medium badge. What's the secret? I'm not bringing down any bosses past the first one, and I get destroyed on flying waves. I'd love to place anti-air towers earlier than I am, but I have a very specific maze layout to maximize foot travel time, and I can't pinpoint where my maze walls will run ahead of time because there's no grid layout. I wish there were some sort of "pause the game and pre-map-out-your-towers" feature. Still, I am enjoying repeatedly failing at this, so, I suppose that makes it a good level of challenge.
The game seems pretty deep - many upgrade paths and factions to choose from. However, the difficulty level is too easy to be engaging, and the graphics and sound are below typical TD games on this site. Nice concept, but it lacks polish. 3/5
What the hell? Two of my tables are empty and cleared, and I'm unable to seat anyone at them. This game fails just when I thought it was going to get mildly challenging. 1/5
I agree with showdownblast, that exact flaw is what I came down here to write about. It is totally stupid to not give the player ANY time to seat the customer. A reasonable customer would wait for at least 5 or 6 seconds of game time before leaving. If you don't have a chance to react, it's not a *game*.
Not the worst game I've ever played, but not that enjoyable. Not everyone is comfortable with the elasticity. I suggest one upgrade path with the XP you earn should give an option to remove elasticity and enable more and more direct control of the "cue ball" with the mouse.
Also, the instructions were not clear. For the first few levels I thought that if I dragged my white "cue ball" outside the outer circle, the game would end. They mention "don't let the white ball leave the circle" but you made the cue ball AND the target ball BOTH white. Bad move for clarity. 3/5
specialopstroop, we GET that you have to play it on the developer's site to save the game. The point is, that is a dirty way to put your game on Kongregate. We don't want to support a developer who resorts to this, it is contrary to the spirit of what Kongregate is.
The game is fun the first few times, but doesn't really have enough depth to be replayable. There is only one strategy that works, and you basically just repeat it regardless of difficulty level. A nice 10 minute diversion that had potential for more. 3/5
Needs an Undo button and a feature that doesn't allow you to spam waves accidentally, as in a small cooldown between when a wave gets sent and when you can send the next one.
Simple enough to learn quickly, hard enough to keep you coming back. I did notice a bug where some monsters got through a corner, but other than that, great game.
More information about what each unit and upgrade does would be, uh, well essential, really. This game was enjoyable but poorly documented with no real in-game encyclopedic help.
Agreed. Withholding the save feature makes me angry. Not only do I not want to play this game, but I don't want to play any game you develop now. It's an insult to the Kongregate community when you advertise your own site under the guise of participating here. The whole point of Kongregate is that we wouldn't have ever seen or played your game without a central gaming site like this. Then you spit in the eye of that institution by removing a critical game feature unless we leave this website and go to yours. Get bent.
This game was ok. It worked fine. It ran a little fast for my taste; there was not always adequate time to mull over tower positioning or what to spend money on. The fun of a TD game is to thoughtfully and carefully place the towers and then watch enemies march into them; it is not to scramble around placing towers and upgrading them at a frienzied pace while you try to keep up with the chaos. Also, the descriptions of towers were entertaining but we could have used a quick summary for those who don't feel like digesting the entire paragraph. For example, in addition to your descriptions you could add in parentheses: Hillary Clinton: (short range AoE). Hippie: (basic single-target tower). Obama - (stun tower). etc. Overall not a bad game though. Nice job.
The worst part about this game is the unclear instructions. For example when you take resources to war with you, it is not explained WHY you are choosing resources to bring. Then eventually after wasting a few games you learn that it is because when you win, your resources from other towns are not pooled together, you must explicitly exchange resources, including between towns. This wouldn't be so bad except the interface is unusually slow and therefore all transfers become cumbersome and laborious. I suspect this game may be a resource hog. However, on a positive note I like the game concept, artwork, and sound. It's just a tad clunky as-is for my taste. 3/5