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Game comments and reviews
Oct. 02, 2015
Needs an option for quick rebuild of expired unit to preserve combos without having to resort to notes/screenshots to remember what you had where.
Jul. 30, 2014
Prolly has been suggested, but I think there should be an upgrade which would multiply all profits that would depend on how many buildings you own, like 0.2% extra profit per building. Gives incentive to buy buildings that aren't worth it by profit itself.
Developer Reply
Great idea!
Dec. 04, 2011
continued - 5. Infinite upgrades after unlocking all of them, all of them getting more and more expensive and powerful as with current formulas. If comes to naming, you could just add +n to it, like in classic RPGs. With this, get rid of stats cap obviously. Please. 6. Some statistics would be a nice feature. Just something that would show what I did best in variety of categories, like # of monster slain, max damage dealt, most money hoarded/spent/gained, most days survived, etc. 7. A cosmetic feature, but since apparently days are passing in game, make it look like days are passing. A Day/Night cycle of background would be nice. I guess that would be it. Also, this game so reminds me of half minute hero (with running arround and getting everything in a moment, with shrines that are giving me extra time to play). Keep it up.
Cool game, but it needs some features that would hook me for a bit longer than a lunch break. Here are my suggestions: 1. Permanent base stat upgrade with every level. Let's say an extra 0.05x per level for both attack and HP. It isn't particulary game breaking, but it gives a sense of improvement that would keep people playing. 2. Divine strike item has to appear more frequently. In fact, I'd merge elixir and mentioned item store into one, so I could chose what I could get with each passing. Leave voucher shop separate and rare as it is. 3. As mentioned in my 1st point, also add some gold perk with levels. Like extra starting gold or increased gold gain from monsters. So that gold voucher wouldn't be so "do it or bust". 4. Let the dragon spawn from day 14th and on. Some warning about it would be nice (like diffirent coloured monster icon in preview), since with every monster that spawned, I prayed that none of them would be dragons (until I got the divine strike item). (see next)
Nov. 17, 2009
Just for the record, I actually got the impossible badge even though I hit something before getting 30k points. The idea is that you have to score 30,000 points IN A ROW and without getting hit. That means if you'll reach, let's say, 12k points and then hit something, even though if you get 42k points and won't hit anything in meanwhile, you'll still get the badge.
Nov. 04, 2009
The game is pretty decent but if I had to suggest few changes...: 1. Remove any enemies that attacks from long-range (Chickens and Archers) from earlier levels. Seriously, it's day 5 and I already have no idea whether I should kill chickens and archers damaging me from far away, rats and barbarians that are rushing towards the sandbags or crows and dragonflies approaching from above...yeah, I know that it's possible to deal with that crap but at level 11 when ballistas are coming into action..ugh. 2. About Rampage itself...maybe instead of Fury skill, make a system that will keep rampage mode on when you continually score critical kills (headshots, torso shots or whatever). Something like adrenaline but instead it will show how much "Fury" you have left. Of course, requirement of 7 critical kills to trigger this should stay and you should never score enough criticals to keep it infinetly (rapid bowgun with mods would be so OP then).
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