That is very awesome, Shaymon -- thanks! We'll definitely work at continuing to add new cards, monsters, and levels, so that you have more to play! And definitely some extra hard levels to avoid that 18,000 gold finish (although we should make sure to give achievements for that!)
I should try that layout at some point -- because my main deck got a bunch of Archer boosts, I end up putting dual archers on the top middle posts there, and then surrounding with barracks ... kind of the inverse of yours.
Troubled Waters is not currently a good level imho. Its a pain in the neck to figure out what is going on...its not marked. On my second play through, I realized that its the wisps that are killing me, but I'm still not exactly sure of their path, or what is going on. Maybe the level needs a pop-up info box. Something. Not understanding what is going on isn't part of the fun for me.
Yeah, that's a good point. Troubled Waters was kind of us testing two things: (1) a bunch of bridges, especially for people who had the "automatic defended bridges" cards, and (2) having Wisps come in and change up the game-play. It might have been better to either split those into two separate levels, or make aspect of it be an offshoot level that wasn't required to continue onward.
We were worried about balance, early on -- that if you got to the point where you're creaming everything, you'd just twink up other people and they'd miss out on the fun. On the other hand, if we got it restricted in the right sort of way, it would be pretty awesome to be able to trade cards. So ... probably not coming in the next patch (that's mainly to fix crashes and add some content that got left out), but it'll go on our list of things to look at.
Thanks for the reply. I'm having problem with Masters though. And also try for the achievement of no archers.
So what is the best way to kill those wisps? Artillery and Phoenix Towers don't seem to work, and ground doesn't target them. Archers?
Yeah that probably works better. I wasn't sure what cards he had so I limited it to level 2/3 figuring he would have all the cards. And with that, I thought cannons would be easiest. I do like archer cards with the explosive shot card.
Darnok, or anyone else. How do record your gaming on an ios device? I say Darnoc because he created that editor video.
Still having trouble. Failed once with the artillery set-up above...stuff gets through. Switched to archers, and it was working great...until the 50% range reduction debuff. What gives with archers? Are they the only tower that gets debuffed like that? I have a white +range card, but that debuff is still huge. I'm just going to set it to easy and use the artillery set-up, hopefully that will work.
It is rather unfair what we do to archers in some of the later levels. We're going to eventually re-do that so that instead of just doing "50% range reduction!" and stuff like that, the enemy will specifically try to remove whatever boosts you have going ... so if you have massive range boosts, it'll remove that ... if you have Moneybags going, it'll remove that, etc.
What is getting through? That setup was just for the wisps. I use 2 barracks and a cannon in the top and bottom middle areas.as far as debuts, I have only ever seen archer ones.
BUG: when you buy the 300 def pack usualy u end up earning more selling the cards again. rinse and repeate and you have infinite resources
I did a test of a dragon cannon vs the mage using the teddy bear's picnic level. Nothing could get by the dragon cannon but quite a few got through the dark mage tower. The dragon is a green card with 105% damage. The mage is an orange card with 115% damage. Dragon costs $2729 to fully upgrade, the death mage is $2881 to fully upgrade. That is a big added damage difference and the dragon tower still beat it. I dig the dark mage tower but my go to tower has to be dragon cannon.