00:00
00:00
Newgrounds Background Image Theme

dweebi just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Thats my dungeon!"

It's a bad version of Tower Defence that is found in so many other variations. The conceptual idea is good, the execution however isn't that good. The UI is messy and problematic, it's slow and it's not too clear what is what.

The music is decent and the audio works, but it's a small thing compared to the gameplay which isn't functioning as it should.

The main question is; why should anyone play this game over other Tower Defence type games out there? I don't see this game offering anything special and isn't anywhere near as good as other games of similar setup.

The lair upgrades don't work, which makes the end of the game awfully hard once the paladins come in.

Keep on fixing those bugs and the game will be great; the gameplay is fun aside from the glitches.

Overall the game was decent. But I compiled a list of the biggest problems:

-when you select a button, the UI panels should disapear or at least not block you from placement.

-i played the tutorial levels over again on hard and got no additional stars despite the game telling me i'd get additional stars if i replayed levels on hard

-it was never made clear what food did. whether it leveled them up faster or aided in their healing somehow was never made clear

-the spawn buttons are very difficult to click. you basically need to click repeatedly and in the very center.

-bigger mobs cover the treasure chest if they are holding it, making it difficult to tell if they have one

-the third tutorial level was extremely difficult without upgrades, yet upgrades were never mentioned until... the third tutorial level. it should have popped up and told you to upgrade after the second tutorial upgrade.. or at least mentioned in the third tutorial, when it told you about the upgrades: "hey.. by the way, you know those upgrades we just told you you can do? well.. you're going to fail this level because of a lack of them. so make sure and go get some.. after you fail this level so you can come back and succeed"

-clicking the arrows to go to different rooms of your dungeon was extremely difficult. sometimes you'd have the mouse in the position that caused the hand and the arrow to appear, but you'd be unable to proceed by clicking, you'd have to move the mouse over closer to the center of the graphic that popped up. this is clearly caused by you making the clickable region to trigger the event the same shape as the graphic that popped up. solve this by either adjusting the clickable region, the graphic that pops up, or having an additional square pop up along with the graphic to show the ACTUAL clickable area (though this third option is ugly from a UI standpoint)

-zoom in and out served no real purpose. it didn't actually enhance anything it just zoomed in on images without increasing the resolution so it was pointless (and pretty ugly) to do so.

-it was illogical to have the ability to spawn a certain type of monster be triggered at the start of a level. it should be awarded at the end of a level. the way you have it, i get a message that says for example "now you can summon skeletons" but i roll over to upgrade station and can't actually see them in the book because i don't -REALLY- have the ability to summon them till the end of the level.. despite being able to summon them in the actual level that stated at the start that i could summon them. aka, i can summon them, but the game doesn't recognize me as having unlocked them until the level is finished.

-no indicator of which wave you're on or how many waves are left to come (except for the popup right when a wave starts)

-almost every single dialog had terrible grammar and spelling. if english is your second language, you needed to have someone who spoke the language properly proofread your work and correct all the mistakes. example: the description of ghosts: "... and can disturb the enemies so that they search the distance." <-- "search the distance"? lol.

A rather weak rip off of 'Dungeons', which itself was a Dungeon Keeper rip off. Dungeons was weak and this is even worse. As for the bad language in the English version: The German version is equally bad.

Nevertheless, you definitely put a lot of effort into this one. Get some ppl into testing the game so you can fix the worst bugs and most important get balance right. The game has too much potential to be left in this unfinished state.

Every now and then I find a game that I'm determined to beat. It seems difficult - perhaps a bit ridiculously - but beatable.

I played the original version (1 gold per chest, etc) and got up to "The Carousel" mostly using max rats, max spiders, skeletons + ghosts, and then ghosts + dragons. When possible, I used the nest upgrades in a room, cleared it out, and put a better unit (ghosts or dragons) in it to get the benefits. When I switched to focusing on ghosts, I did the same with tombs.

I was kind of bummed to see the update, since I had almost won the game that almost everyone was saying was impossible to beat. (By won, I mean 3 stars on all levels and all hard modes beaten).

After the update, I started seeing the paladin/wizard glitch more often. (Creatures get attacked but don't respond). The only way to win is to build dragons in almost every spot. Upgrading them beyond lv 2/3 is worthless because they die from bugs/glitches. I also noticed that if you fast forward, sometimes a mass of units gets stuck in a room until you clear a nest. I even had one enemy unit walk off the screen - forcing me to restart the level.

Bugs:
+ Lair masteries don't work. They didn't work before the patch, and they still don't. The code is somehow overlaid with the tomb masteries.

+ Wizard/Paladin attacks while monster freezes. - May be a location bug, as it seems to occur more often when multiple enemy units move on top of each other, or when creatures are forced into corners/wall spaces.

+ Creatures freeze in place with motion graphic. - Only happened once or twice.

+ Fast forward causes creature pile-ups. - I saw as many as 9 in one room attacking one unit.

+ Wizard fire spreading. - Sometimes units two to three rooms away were hit by the wizard's attack.

+ Ghost creation/upgrade achievements display in-level as skeleton achievements.

Improvement notes:
+ Skeletons in v 1.2 are a better value than ghosts. They have the same attack power and health, with a more effective ability (critical strike).

+ Monetary funds are only barely enough to beat later levels if you have the right strategy. Due to the monetary differences, the game is clearly biased toward making the first levels ridiculously easy and the later levels extremely difficult. I often ended up with over 2k/1k in early/middle levels because of cheap unit costs.

+ More stars should be awarded for beating different difficulties. e.g. beat easy get 2 stars total. beat medium get three stars total. beat hard get 4 stars total. Good players could beat hard and get the maximum amount of stars right away, while new players could work their way up.

+ Masteries should all cost the same. 15 stars per mastery is too costly even in the later levels, and paying 75 per use in a room is extremely expensive. 40 gold per use for any room (nest, tomb, or lair) would be more balanced - considering that weaker units cost less.

+ Achievements should be described when hovered over - so that you know how to get them for their star values.

+ Rats need a better ability than "slow" if they're going to be useful beyond level 3.

Overall:
The different take on defense games is nice, but so much is lacking in the execution. I wanted to like this, but I couldn't enjoy it beyond the difficulty challenge.

#1 recommendation:
Re-think the core concept of the game. You have three groups of units - perhaps re-configure it so that the game is about mixing and matching units based on the player's personal style rather than gaining more powerful defense units. That would add replayability. Otherwise, at least ensure better balance and scalability while eliminating grinding difficulty.

Like I said, I enjoyed the challenge, but that was mostly because I got creative with the exploits. Most people will find this too difficult and bland, and won't spend the time trying new versions.