Day 3 - post 2 okay, finally got screenies uploaded! So, now I have some more feedback based on the screenshots below. This was an odd bug I ran into when I first booted the game up today. I click on help, the button did it's pressed down animation, stayed there, and then nothing happened. I don't think gamecenter had loaded yet, so that might be part of it, but I'm not sure. I fixed it by clicking another button, but this may be something to look into. I finally looked at this and realized...there's slots for 6 quest trophies, but there's only 3 quests to complete. Are there more that will show up once these three are completed? Maybe make this more clear. Here I noticed a small slider underneath the upgrades. Although swiping works just fine, it would be nice if the sliders in this game were bigger and were made slide-able by the player. Just a thought. Also, the name of this tower...Rapider...just doesn't quite make sense. Maybe some like harpooner, or speer shooter, I don't know. Here I noticed that when you tap on one of the inventory boxes for the Lich, the menu pops up on the right side, but when you tap it again, it goes away and then immediately pops up again. I know you can click the 'x' to make it go away, but it would be nice if you could just tap the box again to make it go away. Here's another instance of "recommend" instead of "new tower". Also, it should say "Cannot attack ground enemies" This may be hard to see, but this is one of the things I was talking about earlier. Enemies start out as armored soldiers, then turn into bald guys with no armor and start running extremely fast. I'm guessing you made it like this on purpose, but I honestly don't like it. First of all, again, it's kind of unpredictable, and also doesn't make any sense. How could they get all the heavy armor off so quickly? That's kind of impossible. Here's another shot of one of those guys. Also, I am wondering what the box in the bottom left is for. It's been there since the beginning and nothing has ever showed up there. I think if boxes are not being used, they should not appear on the screen, it just makes it unnecessarily cluttered on an already small screen. Here I have a tower placed in the top right corner... And here, when I tap on the tower, it gets covered up by the buttons. I think the top button should relocate itself to the left side of the tower instead of moving on top of the tower. Here was something I thought was interesting. The fireball skill when summoned lasts a lot longer than expected, somewhere between 5-10sec. I like how long it lasts, but in relation to the thunder skill, which lasts only like 1-2sec, it's a really long time. The thunder skill also seems weaker, but seems to use the same amount of life, which is confusing. This I just thought was cool. I had quite a few anti-air towers, so there were a lot of flying discs on screen all at once. Pretty cool! here I realized that there is a 99.3% up near the rank. What does this percentage mean? If it doesn't mean anything to the player, why show it? Hmm, I guess this is informing me that those units that the towers were missing are evasion units. It says they can miss a single towers attack, but I've seen 5 or 6 "miss" signs popup on the same unit in rapid succession, which suggests otherwise. Also, this should probably say "Evasion units can evade/dodge a single attack from a tower. Alright, that's it for today. I should have much more time tomorrow to play and post, so I'll try to do it earlier.
Day 3 Post 2: Show videos of what the different spells do or purchase a spell free for 1 stage only to test out.
Day 4 #1 #1 Today I have a bug that the screen freezes without background, just in the game! The freezing is only for control. I cannot tap or move anything. The game continues itself. The towers are still defensing, the enemies are still attacking. Just me can do nothing. #2 It should be New Tower. #3 After buying the Living Armor, you have over 9 towers can be built. Then you have 2 pages when building a tower. But the cost of Living Armor is tooooo expensive! Not to mention the upgrade cost.
Not true. Destruction of Buildings gives you MP. You should start each level with a Rocketeer and start blasting away buildings during the early waves to gain some MP's.
I like the idea of showing the upgrade amount. But instead of using green, how about flashing the additional amount?
Tips I have now completed Frozen theme. Naturally I could not stop playing. I have to at least check out Lava theme before putting my iPad down. After completing Lava stage one, the final tower, Soul Stealer, was unlocked. This bring up an issue I have with the hints that show up during loading of game or menu. Finally I can understand the mysterious tip about Soul Stealer: You should not display this tip until Soul Stealer has been unlocked. Otherwise players will be confused. The tip should read "Soul Stealer towers cost the same for summon/unsummon. You should sell them at a crisis." Soul Stealer is misspelled as Sour Stealer on the UPGRADE screen as well as the Recommend screen. It is misspelled as soulstealer in the tip screen.
Jelly money Like most of you, I only have 1000 Jelly Money so I cannot buy Living Armor tower or for that matter anything that requires Jelly money (Skills, Items, Scrolls and Packs). I don't believe you can buy Jelly money on a beta game. I get this error message when I tried. Can anyone let me know if you are able to test items that require more than 1000 Jelly money without hacking?
Day 4 #3 Tips #1 The maps in Frozen is really bigger than those in Meadow. You must move left/right or up/down to see the other parts. #2 Each tower can be upgraded to level 20. But it costs a huge amount of Gold to upgrade. #3 You can equip special scroll to increase your MP at start which is very helpful to build Charger, Death Ray or Rocketter. #4 Obelisk can only upgraded to 3 in battles.
my bad. I just went to verify this. the MP gain was not obvious at all. I have the following suggestion (1) Visual Indication of MP Gain upon the destruction of buildings - Currently, unless the player observes his MP closely, he cannot really tell if he gains extra MP from destroying a building. The team can consider having some text appear/pop-up in the aftermath of the destroyed building to alert the player on the MP gain. It can be in blue color and in the format of "+ 20MP"
Usually I think it's better to send out a special version to testers with all stages unlocked and sufficient coins/currency to buy items in the game to test. Hope AppsAsia can do so in the tests later.
I believe that the IAP are a bit high...are these going to be final prices? They seem around average BUT for a TD game I feel there is many things to do in this game such as equipping the LICH...that alone without power ups is many credits just to get at a comfortable level..
Adjustable difficulty would be good. It would be nice if players could tweak challenge to their tastes from start. I know there is a "hard mode" on completion but that could be changed to a separate playing mode (like "insane mode") allowing selectable difficulty from start. Regarding difficulty level, playing through Frozen level 5 seems to be my favorite so far. This level seems markedly more difficult than earlier levels in a good way. The pacing is frantic, resources feel lower. Inthink this is a good example of a challenging and wonderful difficulty level. Bigger stages in the Frozen campaign are really nice. LD features some excellent level design with clever land placement and turns to impact strategy that benefits from larger fields. Scenario challenges of purposefully unique or difficult maps isolated from the main game would be good. For example, a map where no towers can be built, so players much use only the Lich; and other set-ups (many fast enemies, see how long you can freeze/delay an indestructible foe, etc). These setups wouldn't work in the core game but would offer "high score" style challenges (and could reward Jelly) as an alternative play mode. Map editors are a lot of fun, Lich Defense should allow users to create (and perhaps share) their own levels. Casting magic using health is a brilliant idea I really like. The balance between HP consumer per magic never leaves me feeling unable and there is a subtle but meaningful cost. The terms "MP" and "HP" are confusing. These are traditional role playing game terms. Typically "HP" refers to health or vitality as it does here but I am confused that HP is tied to magic also. Traditionally "MP" relates to magic points but in LD it corresponds to ability to build towers. I advise changing the term MP to something else (maybe CP for conjuring power). Distinguishing "upgrades" from the menu and in-game tower leveling up might help. Currently it feels like there are two, possible upgrade systems that contradict by overlapping. If a little more explanation went into distinguishing them it would help. Perhaps referring to in-play upgrades are reinforcement changing fire rate/duration and menu upgrades as effecting power ("speed" versus "damage")? Showing tower upgrade effect on the upgrade menu is necessary, I agree with earlier feedback. Showing upgrade information within the playing field would be distracting to me, I understand the in-game upgrades without explaination because they quickly make sense from experience. Yes... but when you cast magic it decreases health so raging when your health is low might defeat the beauty that is the health based magic system. I really like health based magic in LD. I like that towers can miss or critically hit, it adds a good aura of chance and makes total sense to me. It would be bland if the towers always scored the same damage. Also attack ranges that include miss and critical are consistent with LD's RPG-lite approach. Great ideas! Developers should do this. ...or to demonstrate spells and add variety it might help to have enemy units that can cast spells.
Day 4 Post 1: Bugs 1: Went to play the game today and when I pressed play the button made the clicking noise and the animation showed it as depressed even though I wasn't still touching it. I waited for a couple minutes because I thought it was loading and then pressed the button again and it worked. Suggestions: 1: It would be nice is there was a save button so you could save your game if you were in the middle of a map and your phone was dying. I think it would be best if it was just a single save slot and when you came back to the game you had to continue from there before being able to do anything else. 2: Some of the maps have a pretty high number of waves I think it may be better if they waves were a bit longer and the number of them a bit smaller so people won't get intimidated by a larger number.
DAY 2 post #1 Frankly speaking, played the game two days, but the fonts on the entry image a little confuse me. The font always makes me feel I am going to play a fighting game, something like street fighter not for a TD game. Suggest to make a small change. I didn't say there's a fixed font for TD, but not like a fighting game would be better
DAY 2 post #2 On recommendation page or introduction page, sometimes you capitalize the first letter of every word, sometimes not. Try to unify it.
Day 4 Post 2: Suggestions: 1: Have some special bonuses for completing stages with minimal number of towers. I know there are some maps with quests for this but it would be cool if every map had a number that if you completed it under that you would get a extra amount of coins. Bug: When I've been switching screens and going back to the game I get the freeze/ lag that has been reported and when I play on 4x it will come back randomly until I finish the map
Projectile weapons for enemies would be up the ante. Enemies that can use not only magic but also arrows, etc could add a good challenge. Imagine having to balance shot and long range towers to prevent being sniped by foes. Enemy ambushes could be a nice twist. If enemies can teleport. Imagine mid-level an explosion stops the game to show a templar emerge from a previously covered port. It's not something to use a lot but it would be a good way of highlighting bosses or adding detail to the currently generic enemies. Longer waves would be good. Mid-wave frantic management is a strength of LD that would be enhanced by longer waves. Adding to this idea, with ability to pause the game for tower placement an earlier suggestion of "call next wave" or the current pause between may be un-necessary. There's no reason LD can't involve a continuous wave of enemies and if players need more time they can pause. Some, including myself, have suggested pause and menu be combined but this makes me realize the intelligence of standalone pause. Delete the wave concept and just let me pause when I want to strategize. "Waves" of enemies is helpful only in telling the player how much longer the level is on 4x speed so forget segmenting waves and just spew enemies at me. I also noticed that sometimes the main menu buttons freeze up and that is seems to correspond, for me, with the "Welcome Back..." banner pop-up from Game Center
I just had LD freeze up on level 7 on the frozen (no pun intended) campaign. On wave 3 with no towers deployed. I cast fireball spell then paused and switched away from the app to iPod menu. When I returned I could not scroll or unpause and the fireball animation was stalled unmoving on the street. Although, the lich animation was breathing no enemies advanced over a few moments. I suspect pausing and multitasking away might freeze the game if done mid-skill? Probably an anomaly.