OTTTD was just reviewed by Pocket Tactics: http://www.pockettactics.com/reviews/review-ott-td/ They pretty much reiterate some of the problems I have with the game regarding the dual currencies and therefore do you trust the game design to be balanced or do you eventually hit a in purpose made paywall. The revival timers also rub them in the wrong way. I'm at level 12 so can't confirm everything they raised. They gave it a 3/5.
I despise dual currency (crystals), but after playing OTTTD for over 15 hours I don't see it as an issue. Timer for dead char, as long as it doesn't change from the current 45 minute is fine. It's to encourage you to keep your hero alive. I've only lost a character 3 times so far and it wasn't a bit deal. The wait encouraged me to play another hero, and reviving them with crystals is not a big deal. I've earned far more than I need. Crystals could be an issue if you upgrade weapons on each character many times. I prefer to save and only get 1 great weapon per hero. I've found the OTTTD system to be the best of any game that has IAP currency. So far I've seen no reason to have to spend money. Looking forward to armor upgrades and hopefully many new levels. Another 20?
The game is actually really balanced and IAPs isn't a problem neither is the revival timer. Well, once you get to level 8. Farm the mid boss, it takes care of all the issues. I'm currently using the stealth guy with his ruin ability maxed with the scientist and his damage field with Xp boost and the soldier with his buff ability plus if you managed to save all your coins use them to buy the soldiers maxed weapon. With his buff ability and the ruin ability the shark goes down in seconds. Easy 6000+ credits and 2 gems. This game is top notch don't let the IAPs intimidate you it's not as aggressive as other games. Give it a shot and if you end up loving it throw some money the developers way through the IAP as gratitude. Currently have most of my characters at 40+ and have all maxed weapons without IAPs and a ton of coins and gems. Just read why there's two types of currency and it's brilliant. You SMG guys thought of everything. Great work! threw some money the devs way as gratitude and now have nothing to spend gems or coins on. Hopefully in a new update. I really want some over the top special one time use items or something to spend coins and gems on. Hope this helps quell some IAP headhunting. Take care
Ha ha! Thanks SMG and I'm super happy you guys think nukes in otttd sounds awesome! Thanks for reading and replying on the forums. I'm buying more coins and or gems in support of you guys. Please please please give me something to spend them on! I've been farming and leveling my characters and probably will continue to do so till the next major update so I'm going to end up with a ton of coins and gems. Thanks again and great work! I really appreciate the levels you guys have gone to to try to satiate everyone. You guys are on my list and I'll continue to support you guys. Take care
I haven't had any issues with money other than wasting a large number of coins on a rocket launcher "upgrade" which actually shoots many little micro rockets which completely miss 90% of the time, making it a downgrade. Oh, and the game crashes about once an hour, usually when I'm dropping lots of bombs.
Just read that review, and yes, their critique pretty much echoes the problems I've had with OTTTD. Though some of the harshness of their review is due to the usual Pocket Tactics snobbery, and their mandatory negativity towards tower defense games. Of course if they're reviewing a reskinned hexagonal game, they approach it like a 'true' strategy game.
Who's everyone's favorite heroes? Favorite skills? Weapons? I'm loving the Assault guy's 'Blamhammer'. It shoots a lightning bolt that hits many guys. Has anyone tried the Bombardier's 'English Breakfast' or 'Amplifier' weapon? Can't decide between the 2. Amplifier: - Range: 350 - Splash: 280 English Breakfast: - Range: 700 - Splash: 190
I got both, although I like the English Breakfast better because of its range. And for the splash, you can upgrade that in the skills section.
Personally I like my rocket guy, 6250 damage and sometimes 10,000 damage!! The engineer is less useful in later levels especially when u get the shield generator. And I hate the scientist cuz i always get him killed since I put all my heroes on the front line. The bomb guy is awesome, 4400 damage with the English breakfast and some damage/splash skills maxed out.
Crashed again. Looks like lots of explosions are the culprit? Essentially, I had an entire map full of rockets, and the sniper's "auto target" functionality. Everything he shot at would get marked and missiles were flying in huge salvos. So - fix up the crashies please? (For Reference, it's an iPad 3rd Gen)
What's the 'Rocket Hell' skill? I don't want to waste points unlocking it just to find out. What skills do you recommend for rocket guy? The Super Strike doesn't seem to be worth it as high end heroes can generate that level of damage with their weapons. I was going to do Adv Rocketry 1, 2 and Incendiary Gibs.
Out of the 6 heroes i have unlocked, i love the bombardier and saboteur. The mines/trap can clear a huge amount of mobs and the bombardier (although long refresh time) is even better. Still need to unlock the other 3 and see what they have to offer. For now, i think the bombardier has its spot and im actually willing to upgrade his weapon now.
Get the English Breakfast weapon for the bombardier. I just picked it up... it's sick. Range is amazing (I went to that from the initial weapon so massive improvement). I'm considering getting the Berserk skill for the Assault guy that gives Berserk to nearby heroes. Can't imagine what the bombarier will do with the berserk +100% attack speed.
We've got an update in the pipes (submitted) that addresses a crash some people were having when killing Fishtanks - I hope that's what it is and that 1.05 fixes it. We're working as fast as possible to iron out any bugs and address some of the balancing concerns (e.g. from this thread). Are you able to let us know what level you had the problems on? As for the Acupuncher rocketlauncher, even if they appear to miss, every rocket still directly damages the target they were tracking. It's a decent weapon Another key difference is damage type - with the advantage going to amplifirer against fire resistant enemies. After some initial post-launch support updates we're going to bring a decent content update, hopefully very soon, that will bring some new enemies where damage resistances play a much bigger role. We're also looking into endless mode levels (one per tileset), and a bunch of other things. Thank you so much for the kind words! We're working as fast as possible on new weapons, new modes, and a new world (also armour, and balancing). We're a small team so it's a challenge to sort and prioritise. In early designs of the game we'd planned to have additional buttons above the HQ logo in the bottom right of screen - stuff like nukes, and other consumable inventory items. We realised that 6 skills with 3 heroes was already requiring a decent amount of active attention so we left it out of the game, but that and many other things are still possible in future updates. There's a thread on polycount that Hendrik@SMG started that shows a few weapons coming in an update (there'll be more too), as well a sneak peak at some of the enemies from world 3. http://www.polycount.com/forum/showthread.php?p=2067831 It's really a big relief to see people confirming this - we designed it as optional, beta testing appeared to confirm, but we still really hoped this is where the consensus would be. You get arguably the best challenge from using the weapons available through normal earning and then finding the smartest tactics to beat the maps. At the same time, big weapons are fun and it's great that some players have decided the value was there for them to get them early. It's just an option -- As always, huge thanks to all you guys here who are taking the time to give us feedback and impressions. Keep them coming, we're still working hard on the game. Cheers! pat@SMG
Wow! The art and graphics on that Polycount thread is fantastic! Seeing it, really helps me appreciate how much effort goes into creating a game like this. Everyone following this thread here should take a look. Thanks for posting the link, SMG.
As Pat said thanks for all the comments and feedback. We realise if the game was crap no one would care to even comment! So we think we're onto a good thing Here's the polycount images to save a click. Still to come is the Ghost Train boss! Plus ALL the robotic world stuff. The pocket Tactics review was a little harsh I feel but I'll address a few points I think were unwarranted but it raised some good things for us to look at too. I'm waiting for my PT account to be OKd so I can reply there specifically. 1: "so blatant about its semi-finished state". We left out world 3 as we wanted more time to polish it (it's also not finished) and wanted to add this as a free update. The game is more than packed with stuff so to call this out as not feature complete seems a little harsh (we mentioned it press email). We feel the game is complete and now adding MORE stuff. Does the game need armour to be complete? We dont think so 2: It's interesting that the Clancy uses the heroes to protect the towers. I personally use the heroes much more offensively and that makes the game more fun and easier. When they start to take damage I retreat them to restore health. I'd say Clancy's tactics might change once he levels up the heroes more. Or starts putting them at the thick of the action! 3: Expensive Higher tier weapons a cunning plan to get IAP. haha no. We DO NOT want everyone to have everything day 1. or 2 or 3! I remember a time when I used to play Final Fantasy for weeks and there was always stuff I couldn't get, I had to choose! It inspired me to play more. If we made everything cheap then you'd lose some incentive to play. Also when we add another 20 levels and a new world you'll want even more weapons to buy which will have to be even more expensive and the economy get's even worse! it's a vicious cycle. I personally hope that when you finish the game there's some weapons and skills you dont have. You can either go back and farm for them (I dont) or wait for the next update. Get rewarded for being awesome! If you're the type of impatient player that wants it all now you can spend money on it but that's for those type of players. The game will be less fun as you'll probably never lose. The fear of a hero dying wont exist which removes the emotional attachment to them. 4: Lazy increase in challenge: We have later enemies that make other enemies invisible, other ones that produce shields for enemies we felt these spiced things up nicely. We even have flying enemies that drop other enemies when they die so I feel this is more than just "fatter health bars" although we do use that method too. But this inspires us to think even more crazy ways to spice it up. I personally want enemies that attach to a Brain Slug style and use your guys against your own team! That said it might not be that simple to code! haha 5: Set tower placements: This was a decision to allow us to control the game and levels more to make it better. We have later level planned with no tower placements! Or ones that appear periodically as the waves progress. We have some levels with just 1 tower spot. By taking control we can now control how a level plays for the user which lets us create better levels. We're also experimenting with isolating the heroes more to mix it up I hope this helps explain things more and If I had a longer lunch break I'd type even more! haha thanks ASH@SMG
You did an amazing job on this game, and this has to top KR as my favorite tower defense game. I'm planning on buying IPA, because I want my squad fully geared and I like supporting great developers. Seriously, thank you for this game.
Rocket hell is like super strike with more rockets (depends on how many times u trained it), it will target random enemies. I upgraded all the skills that increases my damage first, and the rest of the skills later.