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Very cool concepts. I hadnt seen these ideas before so I decided to make them. I hope you enjoy it!
It was great, and entertaining, but i had to write the review, so :3
Its great fun, with the use of different elements deffinently stirs up
the difference to all the other games.
The bugs were classic and the use of land minds were funny to the fact
the bugs just run right on them xP
I know most is concitered good but there is always bad >:)
Well its kind of a ripp off of canyon defence.
If you dont know canyon defence then you should play it
Overlord addicting on CD xP.
And the animation is a little repetitive, the creatures have no possible path way but what they are given, it would be cool if you can make them destruct enviorments in their own way, but takes up a period of time so its not so hard.
Sinceirly < TYPO :Good luck, you make great stuff, :D
FD PRODUCTIONS O_o TM : FaithlessDave
Fun But Easy
Really fun, but too easy! I beat impossible with 2 Towers (though they were maxed everything and I used TONS of land mines). For the 'too easy' part, I take away 1 point. BUT REALLY FUN. Make another!
I know it's vastly too easy. I know that I've played similar games like this *Except as you said, some concepts are new*. However, sometimes simple things are good. Not everything needs to be complex. I found I enjoyed the game even though it was very easy to beat.
I beat every mode only with 3 towers
make it a little bit harder.
Nothing special, though playable
The upgrade scheme for this game is vaguely interesting, but there is little motivation for a build other than the simple: "Make one tower and upgrade it as much as possible" technique. The fact that enemies somewhat ignore the path makes mine placement a potentially unreliable technique.
Mouse aim would probably be appreciated if it could be enabled and disabled mid-game.
Mines are probably over-powered in later levels, but for the fact that they often become glitchy if abused. Being able to click on a tower to determine its stats would be helpful (e.g. how many upgrades, how many elements, etc.)
Having element composition (by both raw amount AND percentage) matter for more than just damage would potentially make meaningful decisions exist for producing towers.
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