Day 5 #3 Suggestion #1 When there's scroll in stock/is bought, before the game starts, it's better to ask whether you want to equip it or not. #2 When your Lich is killed in the game, you will see a Failed Screen to ask you Give Up or Revive. It's better to show the cost of Revive later. And the popup should be "Revive is FREE only for the first time. Are you sure you want to use it?" Script Error #1 Campaign 7 in Meadow Map (Hard) - Destroy more than 8 buildings #2 Campaign 8 in Meadow Map (Hard) - Don't summon a tower until clearing the 1st wave #3 Campaign 9 in Meadow Map (Hard) - Upgrade towers more than 30(space)times before the game ends - Summon fewer than 20 towers - Play the game at twice the speed until the end #4 Campaign 10 in Meadow Map (Hard) - Summon more than 15 towers
The Lich is too inanimate and stiff. It would be good if his attack was more obvious, the current orange bolt is subtle compared to the tower attacks. I understand this is a "tower" defense game but aside from breathing the Lich feels more like a building than a creature. The way Lich leans forward at an angle looks un-natural. Having a living object being defended is a great idea but under-utilized. It might be fun to have the Lich cower or make expressions when attacked, maybe lose armor (like enemies) due to health status. Even inventing a backstory about the Lich being chained up therefore unable to move until he can get respite from attackers long enough to cast an unchain spell. Alternatively at an extreme it might be good for the Lich to move and be controllable for the option of slowly move across the board (similar to a "real time strategy" game). I really like the red/white three triangle indicators showing the direction of the next wave and subsequent ones. LD does a great job of priming the players on the details of the next wave to encourage strategy. A "MP" generating tower would help encourage different tactics. On one hand resources tied to kills is a good idea promoting balance. On the other sometimes it feels like I come up a bit short so would like the ability to attempt manipulating MP generating. It's not a very original idea, out of the Plants V Zombies playbook, but I think it would improve LD. Rocketeers often target the first accessible target, perhaps not a bug but it's annoying to try a Rocketeer only strategy and see a squad if 15 Rocketeer towers blow their charge on the first enemy. Likely this is part of the strategy to LD but as an observation without players adopting tower diversity levels become much harder, at least in the Rocketeer case. Totally agree; subpar icon. Wow... i appreciate your dedication to finding hacks, I haven't tried them yet but might after the beta timeframe.
Day 5 #4 Tip #1 When you build a Obelisk, the towers in its range will have much more power. And the level label will become red. #2 All towers in Upgrade menu can be upgraded to Level 20, except Soul Stealer. It cannot be upgraded. The maximum level is just Level 1 for Soul Stealer. About the maximum value of MP you can get in a campaign. If you use Revive after death in the game, it can be over 100,000. The screenshot below is taken after using the S-Revive.
Strategy as related to unit types I like it that there are 2 main types of ground enemies and you will need to summon the appropriate tower type to maximize damage. Flying enemies would be a third type but not unique to this game. Magical units -typically with a cross -attack with physical towers (traditional bombs and mortars) Physical units -attack with magical towers (Tesla, laser, etc) The Strategy Manual is the most clear. For some reason the Tips were inconsistent in the naming of the unit types.
The yellow bar contains "JellyOasis" as that in the icon of Elf Defense. I think that's their style just like Com2us has a smile and Gamevil has a green logo too. As to me, I like the current icon. If you can move the JellyOasis over the Lich and make it clear to recognize, it might be better.
Scrolls Someone mentioned that there is a gray box in the bottom left. Turns out it is for the Scroll deployed. Scrolls are purchased with coins or Jelly coins and is a one time use item that is meant for helping you to pass a level. I am not so sure giving myself 100 HP or 200 MP is going to make a dent in Lava theme level 4 Hellfire. I am pretty much stuck on that level all day today. Looks like I will have to go back to complete some more quests to get additional points to upgrade HP, MP, or POW. Any tips would be welcome.
DAY 3 post #1 Quests are important to get coins, with which you could purchase in the shop. Quests now can only been seen before each game. Wave gets more and more. People could easily forget what quests are. Will you add something at pause menu so players could check quests for current campaign? It will helpful
Day 5 Post #2 Bug: Quest Bug The Quest Play the game at twice the speed to the end can be also be accomplished by playing x4 Speed from the start and switching back to x2 at the final Wave. I think the right one should be using x2 Speed from the start until the end.
I don't think it's a bug. If you can play the whole at 4 times the speed, how can the quest still be incomplete? It doesn't make sense.
I mean the quest clearly says Play the game at twice the speed to the end which should be playing it 2x speed from the start and until the end and not by 4x or the normal speed. I think with the current situation of the quest where you can play the game at 4x speed and switch back to 2x speed in the final wave to complete will make it senseless. Like why put some quest like that where you can actually just switch it back to 2x in the final wave just to finish it. If that will be the case, they should change the quest to Switch to 2x speed in the final wave.
I think what saiyukialex meant was that playing the game at 4X Speed from beginning to end should allow the player to complete the quest as well. (Which obviously does NOT happen, I have tested it myself). The team has to decide whether its 1. "Play the game at 2X Speed from start to end" 2. "Play the game at (at least) 2X Speed from start to end" 3. "Finish the game at 2X Speed (in the final wave)" I disagree with both 1. and 3. as they will make the game rather slow (I play all my Levels so far at 4X Speed). Point 2. will make the quest a decent challenge for all players EDIT: lol guess saiyukialex clarified it himself ^^
That sounds better. Lol. ----------------------------------------------------- Day 5 Post #3 Suggestions: Add a Tower Strategy Feature This feature will help players fully customize their Tower's attack targeting for a more strategic approach on their defense. With this feature, players can change their Tower's Targeting like Attack the closest enemy, Attack the farthest enemy, Attack enemy close to Lich,, Attack enemy with higher HP, Attack enemy with lower HP, etc. They can enable or use this feature by tapping their Tower and choosing from an option (icon) there. Check the image I've posted below of what it will look like in-game. ----------------------------------------------------- I think there is an Infinite Mode in this game but I cannot seems to find it. I've finished the whole game in NORMAL and HARD mode and even completed all NORMAL Quest. Do I need to finish all HARD mode Quest to unlock it? Because the HARD mode is too difficult for players without purchasing a lots of Jewel (iAP) to upgrade all items, unlock Tower and upgrade Lich's stats. Because I've tried to finish the Hard mode without any iAP or Jewel purchases and I was stuck at the Meadow Level 7. Later waves are killing me always. So I think it is better to have this Infinite Mode unlocked as soon as you've completed all the NORMAL Quest. Btw, I've played the game from a fresh install again from the Meadow Chapter to the Lava Chapter in NORMAL mode and hasn't encountered any crashing on my iPad3.
Day 5 Post #4 Suggestion: I think there should be a separate map for the Infinite Mode. Like a new map or theme just for the Infinite Mode like in the image I've made above.
Infinite Mode can be NEW maps, or the selected finished maps, or random maps that have been finished.
Day 4 - post 1 Oh man, I'm just not doing very good. Today was such a busy day I never got the chance to post anything, and then I fell asleep. I really hope that won't be a problem. Anyway, here's some stuff I noticed while playing. This one's pretty simple. "building" and "tower" should be plural, so "buildings" and "towers". Here "...units by Lich's..." should be "...units with Lich's...", and another instance of "tower" that should be "towers" Another "building" that should be "buildings. Here, "...clearing the 1 wave" should be "...clearing the 1st wave" and "Game over at the 21 wave" should probably be "Game over at wave 21" or "Game over at the 21st wave" In the quest "Upgrade tower more than 15times before clearing the game", do you mean to upgrade a tower type more than 15 times or do you mean upgrade towers in-game more than 15 times, and when you say "clearing the game" do you mean the actual game or the level? I'm guessing that this sentence should be "Upgrade towers more than 15 times before clearing the level" or "Upgrade a tower more than 15 times before finishing the game". Choose one based on the actual meaning. And yet again, another "tower" that should be "towers" Well, that's what I've got for this one. I think for the next post I'm just going to talk about the game in general, what I like, what I dislike, what I'm unsure of, that sort of thing.
Day 4 - post 2 Alright, here's my "impressions after 4 days of playing" post. I didn't have any other bugs or grammar fixes this time, but I figured I'd just talk about my likes and dislikes and stuff. So, first impressions are pretty good. I'm going to be honest though, I'm sort of getting worn out by tower defense games, and if I hadn't been beta testing I might have skipped this one...not because it isn't good, but just because I have so many that I just wouldn't want another one. The reason I wanted to beta test this one though is that I beta tested your last TD game and really liked it. I think this one is even more polished than Elf Defense, although personally, I did like the theme of the other one a little better, but that's just me. This game has a lot going for it...beautiful art style, lots of levels, tower upgrades, Lich (base) upgrades, varied enemy types, infinite mode, cool menu effects, IAP that isn't required and isn't too obtrusive, easy to navigate and easy to understand menus, strategy, and more. I like how it plays, I like the amount of strategy involved. So far, with the types of towers available to the player and just the way the gameplay goes in general, it reminds me of the Sentinel games, which were some of the best tower defense games ever. With all that being said, tower defense games just don't seem to be as popular as they used to. I guess you'll be able to figure that out based on the sales you get, but generally it seems that people are getting tired of them. I like the work you guys do, but I'd hate to see you fail in this market because of your choice of games to make. It's really up to you in the end, but I personally would like to see you guys attempt a different kind of game next time. Don't know what, so you'll have to figure that out based on your skills, but it would be nice to see something new and refreshing. Well anyway, that's what I've got to say so far after the first four days of playing. I will try to come up with more stuff to say for the next posts.
I keep forgetting to mention how much I love the quests for each map. I haven't seen those very much in TD games (ever?) and it really adds another level of fun to Lich Defense. If anything I would like to see more of them somehow like in adding bonus sub-quests or something. Also, currently the quests are only listed before you begin the game but I sometimes forget what they are while playing. Could you please list the quests in the pause menu so the player can always have a reminder of what they need to do?