Unsure about your Lock status.
Don't spam the portal with your learning-stage flashes please, get atleast to decent levels before you start releasing them, or else you just bring the good name of the LL down.
Best part is, its based on true events.
It was an okay-ish song, but you cant claim this song is sounds from TF2 only when you use that bass. Also, the song dragged on for far too long for what it was, since you didn't even take the time to give it a different beat.
Go find the Counterstrike one for what you SHOULD try doing.
I would like to leave a more full review, but I'd like to add in on ArcaneHowitzer's bug; I also am unable to get stage 4's achievement. I assume that it didn't mean to not let any enemies through and instead meant to not let any enemies kill the engineers. I have done it every which way; no enemies through nor enemies let to engineers, still haven't been able to get it.
The game is pretty great, the early game however is completely dominated by archers. You can beat anything prior to level 8 with one or two Nott's and not have to worry about a single enemy getting through. The game play is pretty simplistic; I haven't looked into it any, but I would not be surprised to find this game in the app store. The game play is pretty polished, the only thing I'd like to see would be the tutorial-esque menus explaining the win conditions not show up /every/ time you replay a map. Once for each mode is more than plenty.
Art: 7/10. It has a cohesive style to it, and though it's a bit simple, it does of course have a charm to.
Audio: 5/10 Unforunately I had to turn the audio off fairly soon into the experience. It's too loud and there didn't seem to be a way to reduce it other than to flat out mute it all.
Gameplay: 7/10 The gameplay isn't amazing, but it isn't anything I feel the need to show my friends either. It's a simple top down arcade-y tower defense. You can't muck it up too bad, but there isn't much room for innovation in the genre.
I hope to see some more uploads in the future! Also I hope that the number ratings arn't confused for what most people rate things as, where anything under a 7 sucks. Anything under a 4 or a 5 you'd legally have to pay me to play, anything over 6 or a 7 is in my bookmarks.
There is no engineer in level 4. You may mean level 5?
This game is clearly well planned, but unfortunately the endless version of it seems to be unrelentingly tedious. The budget is far too tight , mixed with the build/upgrade speed of buildings, to make defending a room unsupervised a possibility. Even with juggling all of my metal into one room I'd discover that things were still getting past my slow/laser turret combos without me there to occasionally pick off a low hp straggler. The fun of this game is far outweighed by the level of micromanaging your turrets; if it were possible for me to dump all of my metal into my own gun, it'd be a whole lot easier/less required for me to make sure I end a round while standing on the teleporter to save me that precious second or two to figure out where I need to actually go to defend. This could be made slightly less tedious by either: A) increasing the amount of metal we recieve by roughly 20%, or B) giving an extra 5 seconds between waves. An extra option that would alleviate the issue would be to remove the cooldown of turrets firing from building construction/upgrading, but that might mess with the difficulty curve a bit too much.
Sound advice, ZombiePanda. We will be tweaking the balance of the game and will definitely look into making sure that the metal distributed is of a reasonable amount. Also, I like the sound of removing the turret building cooldown (given the hectic nature of the game) ;) Thank you so much for the feedback!
A bit of an issue with the controls
It's a great game, and, I really love it, there's one glaring issue though. It seems my PC is unable to do the walljumps to the right. I can do it when facing left flawlessly, but, going to the right with a walljump is literally impossible. I did mission #10 hugging only the falling stack of blocks on the right, but, then #11 stopped me dead in my tracks because it requires a walljump to the right.
Ahwell, it was still a good game for as much of it as I got to experience.
The fade in at the very start i way too quiet - It actually made me turn my speakers up thinking the problem was on my end. Maybe cut the time for the fadein in half. Outside of that, pretty solid happybeat. Could easily see it used in a rhythm game or some other quirky game. Definitely a nice break from the overdone tracks I've been hearing in the audio portal lately.
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