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Reviews for "Cursed Treasure"

Best TD game I've tried

This one made me want to come back for more, and more and more :)

Firstly, the game is graphically beautiful, with good, clear-cut colours that help make the game intuitive (green for Orcs, scorched brown for Hellfire and white with a bluish hue for Undead). Secondly, it's simplistic and straightforward, but with so many tactical opportunities, so that the game is easy to learn, but hard to master.
And finally, on the sound stage, it's excellent too, with good variety, and arguably some funny sounds in there too.

But with all things, there's still room for improvement and there's a reason I'm only giving you a 9, although I have to admit that it's difficult to figure out how to write the criticism on this point, so I'll just write what I felt might be short of "perfection":

1. I found the Undead Towers a bit on the overpowered side. Not only do the Undead Towers always seem to kill everything before the other towers have a chance, but they also quickly hog all the experience, which is slightly aggravating if you're me, who found the other towers' higher-level abilities more interesting visually.
This is a difficult point though, because arguably, this would just force you to think up creative ways of setting up defenses in a creative way which either does not include the Undead Towers, or places them in areas where they will serve mostly as a backup that doesn't really hog experience. So I'm still a little undecided on whether this is a problem or not.

2. An issue several other people have voiced is the Ninjas, or rather, the Ninja Champions. On one hand, they're an excellent means of forcing the player to keep a strong, central defense, and not just focus on destroying the attackers at the front line.
But on the other side of the coin, it's exasperating the player in a bad way, because no amount of careful planning can possibly ensure success, since it's evidently luck based whether or not the High-ranking Towers' special abilities (slow, freeze or scare) kick in at the very first strike; You can't hope to destroy the Ninja Champ at the Front Lines, because he's too tough even for the most powerful outer defense, and by the time his invisibility wears off, he's already on his way off with the stolen Gem.

3. I found many of the later waves to lack any significant challenge. The recurring problem seemed to be that later waves threw small numbers of high-level "regular enemies" at you. Unfortunately, these "Higher Level" guys were still too weak, because by that time, your defenses were insanely strong (only Ninjas could hope to get past the front lines).
I would recommend having actual mini-bosses which can be used in a group (lesser version of Champions that show up in threes or even fives) for later waves.

4. (*Joke*) I'd recommend placing the "advertisements" for your sponsors etc. during the loading screen (logo sequences play while the game is loading) - I've seen this done on other pieces of flash art, and although it arguably won't reduce the overall wait, it will at least spare us the aggravation of having a non-skippable logo-sequence placed AFTER the game has finished loading. ( :P )

Overall, I found the game very addicting and quite satisfying, not to mention inspiring to play. It could get a little repetitive at times (maybe if the towers result in different death animations - i.e. fire results in the victim running around in circles on fire and screaming until collapsing, Undead removing all but the skeleton, which then collapses into a pile o' bones, etc.), and a bit aggravating too, but the game provided plenty of reasons to go back and try again.
Improving on this gem would be difficult I admit.

Excellent work.

Great game

Despite what a few people seem to think, there is no reason to redo the big bad ninja at the end. If you can't figure out how to kill him then perhaps you don't deserve a brilliant. You surely don't need to have all the upgrades as I've done it on multiple gaming sites on multiple occasions having less then 75% of the upgrades. My only problem with the game was that it was too short.

I'm backing up TrainNeck's review

I loved the game, but getting a brilliant instead of an excellent is nearly impossible with the setup given. It requires selling off any nearby fireturrets and hoping that consistently using your flame magic spell and a fear (ice) tower will do the trick. But it really seems to be luck based whether that even works when you have all of the upgrades. 2 of the last five rounds seem, I hate to say it, "too difficult" when facing the ideal opponent, the Head Ninja. 5 seconds of invis is a bit too strong a tactic to fight when it cannot be 'debuffed'.

Ninja boss is, touching my gems D:<

The ninja boss on the 40th level has the fastest speed of all the units, despite being the biggest, and has a butt whopping 5 second invisible time, where in that time, he can reach your gems and give your Brilliant an Excellent twist.

I think you should carefully rethink the boss. Ghost crypts can't stop him from turning invis, and the ninja boss cannot be feared as when he turns invisible he resumes walking towards the gems, which I believe should be a bug. There are NO towers that implement invisibility detection, which is a reason why I think this game deserves an 8, instead of a 10.

You should really fix his movement speed so he moves slower, and maybe instead of 5 seconds you can make the ninjas go invis for only 4, cause 5 seconds is all it really takes to touch your gem.

Masterfull !

i like the design and that we the player are "Evil " . very nice.
Also this great that you use only 3 towers and an upgrade tree rather then a bunch of different towers. Still maybe you could a add a survival mode where the mobs will get stronger with every 10 waves or so .

Keep it up :P