Awful game. Not being able to aim shots and having sloppy movement controls is not the way to make a game challenging. It just makes it not worth playing. 1/5, snag the Easy badge if you must and move on.
It would be cool if this game randomised the characters, items and moves available to the player like most card games do. I imagine completely reworking the system is out of the question at this point, but future updates could include some sort of 'deck' of spells or something that could be drawn from. The player could keep a hand of spell cards and choose to use them by paying some cost - perhaps energy from an active character of the appropriate color, or skipping a turn of character action and energy regen?
hihot: what classes are you using? The early floors are usually really tough with no healer, although enough passive heal makes it much easier later on.
I would like to echo brownbat's suggestion. A simple solution might be to add a rule where if two characters pass on changing distance and user either intercept, rest or a non-damaging move for a certain number of consecutive turns (3? 4?), the distance is set to close before the next turn.
the 1mil point badge is easy as pie. Practice walking around while leaving a trail of barrels. If your trail gets hit by a demon's fire attack and you keep dropping 'em, you will mow through everything around you. With any luck, you can blast through crowds and pick up ammo packs of barrels to keep the combo going.
Eh, it's alright. Well coded, and I like the drag-based colour selection; the game itself is just kind of dull. There's nothing to react to, and most levels can be beaten quite easily; the only real 'depth' I see is that you can obsessively tweak exactly how many flowers you launch and when to extract the most points, but the pre-scripted levels with no random events of any sort make the game get old very fast. Still, it does its thing well, and was entertaining for long enough to make grabbing the easier badges and the card bearable. 3/5
Automatic 1/5 rating for not having a mute option. There is absolutely no excuse. And to pre-empt: I don't want to turn my sound off, I want to listen to MY music while I play this game.
Very cool game. Definitely needs badges. A card challenge would be even better.
reyaard: you purchase the ability to buy guns with commander points. When you buy them, they're only for that level. The idea is to get by with as few buildings/air strikes as possible for maximum score.
Here's a thought to all you brilliant folks who keep pointing out that this was "copied" from Defender: try checking the friggin' submitter on both games. THIS. IS. THE. SEQUEL.
Yeah, I've noticed the oddity of flyers with weakness to dexers.... Oh, the cruel irony ;)
I'm running on a Mac using Firefox, and I have no lag issues.
Crusader: no, please DO mention the glitches you speak of. There's the left click bug and some users have lag. Are there other issues that need to be resolved? They can't be fixed if nobody tells the developer!
Seksi: space is a critical resource. 15 basic units take 15 squares. 1 advanced unit takes 1 square. If you have tons of paved space in good spots to use, lots of basic units is better, but in most cases if you can afford a Necro they're pretty sweet, especially on levels with a small number of spaces that are significantly better than the rest (e.g., only a few spaces that can hit both lanes).
BrknPhoenix: You should play it a while before you make up your mind on that. I think it's a good design decision in this case. Selling makes sense in most traditional TDs, but the elemental system in Protector is designed to force you to make tough decisions about how to spend your best paved spaces, and that's where a lot of the strategy comes from. Plus, with the experience system, there's no way to make selling fair; either it would be a sure ticket to death or it would compensate you somehow for the exp on the sold unit, which would open it wide up for exploits.
Kawarazu: it's the sequel. It has a lot of new features, such as a map to unlock and stats tracking rather than playing a bunch of isolated games, a skill point system that adds a lot of depth, new levels, etc. It's not a total overhaul, but it's definitely a different-and better-game.
omegabobo: Each time you beat a level, you get 1 skill point. It takes 2 skill points to unlock each of the advanced units. There are other skills that enhance the basic towers, add lives or exp bonuses, etc. You can reset your skills at any time, so don't worry about wasting them.
A couple more thoughts:
Dexer specialisation is virtually useless. You'll do more damage investing in Generalism.
Other specialists are very important (except maybe poison...). Keep a balance of specialist and generalist mages.
Absorb's a bitch. Absorb/regen flying bosses are by far the hardest waves in the game. This is where your D really gets tested! Still, if you built well one boss shouldn't hose you; you should have plenty of lives left for the final boss fight. If your D can't outdamage the regen rate, well, your D sucks :\
A few comments:
As others have pointed out, selecting an enemy unit fixes the left click bug. Hopefully an update will fix this sooner or later.
Lighthouse is easy if you stick to the basic units and place well. I beat it on the first try losing less than 10 lives. Don't waste your skill points getting advanced units if you can't afford the essentials too (e.g., the -5 gold cost skills).
On that note, USE YOUR SKILL POINTS! They make a huge difference and can be reset unlimited times. If a level is giving you trouble, try a new skill build along with different placement.
Use dexers sparingly. Short range and not hitting air are huge handicaps. I usually stick to 1 or 2.
A few more to come, stupid max length...