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Cursed Treasure 2

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Bosses Defeated
1. kamisama777 162
2. srnovais 161
3. geriseahyay 134
4. 1Wolf1 128
5. Nautilus36 122
6. gamejunkie 104
7. J-Dale 100
8. SmooothE 87
9. FeigAF 85
10. Msucre 80
11. beru1330 78
12. kane0 69
13. maks-cof 65
14. abarbal 65
15. Vagenturecbos 64
16. falloutpc 61
17. kingnothing32 57
18. keikohiroshi 56
19. Devinite 55
20. DiMono 54

Author Comments

The hordes of good heroes come again. And they are hungry for gems more than ever because The King himself wants the stones for his private needs. Gather the evil forces, build towers, upgrade, drink soda, cast the mighty spells, do whatever you can but don't let them touch your gems!

Update 1.3.2:

Update 1.3.1:
Invisible and underwater enemies are now affected by area damage.

Update 1.3.0:
Fast Speed can be toggled instead of holding (pause the game to switch controls)
New hotkeys: P for pause, T for next wave
Coins autocollect before the next wave
Texts are tweaked
Terror protects from Charm for 2 seconds
Total game re-balance: skill effects, meteor damage, towers XP formula, towers upgrade costs, towers ranges and damages, enemies HP are tweaked
All the levels are re-balanced
Fixed bugs:
Towers XP on highground was incorrect
Damage bonuses were not applied
A lot of XP when losing
Crypt charges were whirling
Crypt charges did not re-aim
Scared enemies do not stuck
… and a lot of others

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best flash tower defence of all time for me here. I've finished the game at least 5 times

Fun and funny!

Keep up the great work!

I started playing this game and it seemed like a fun tower defense strategy game. The first few levels were fun to play and then replay in the restricted night mode, trying to figure out tactics for perfect scores. Later levels began to get harder, but not from a tactics/strategy standpoint. First, it introduces enemies that use cheap invisibility tricks to bypass towers combined with immunity to your stopgap spells. They aren't hard to defeat with proper planning, but often get through if you lose track of them. Then there are levels with multiple paths that need defending, but if the computer sends an entire wave down one path early on, you get overrun. The final few levels put you in a position where the ONLY way to win is to get lucky drops early in the level. If a certain obstacle isn't cleared by a certain round, it begins to cost more to defend each round than you can possibly earn, which is fine IF it's possible to get there without luck. I much prefer a game that can be won with proper strategy regardless of whether the RNG god is on your side. Finally, the final boss arrives and turns the game into a "click the smoke bombs as fast as you can" game. No more strategy, just knock the bombs away or you lose. It would be like playing a turn based RPG through to the end, and having to win a rhythm battle against the end boss.

This is an old game, but I'll offer a few ideas on bugs/features anyway:
Picking up drops is messed up. Potions and gold you have to click directly on, but trap scrolls are activated if any part of the cursor is touching them. This can make it impossible to collect needed resources without wasting valuable traps. Make the interface more consistent and show which item will be collected in the status bar.
Also, enemy corpses and graphic effects can prevent clicking on them at times, which is very annoying if you need to activate a trap in a short time window. Make sure the sparkly effects don't interfere with functionality.
The game eats up more and more resources until it eventually chokes the computer.
Showing the range would help when selecting tower upgrades.
Some kind of indicator is needed for the gems, for the times you are going for the perfect score. Often, it's hard to tell if an enemy picked a gem up and died, or died right before. This can be especially difficult if you have the skill where gems move back on their own. Perhaps a "Number of Gems Left" indicator that changes color once they've been disturbed. It's very annoying to play a level for 30 minutes and then find out that you lost the bonus.

IriySoft responds:

Thx for the comments. Some issues were addressed in the mobile version (Android app is free) but most still remain.

Wow, I came into this thinking it would be great, and it amused me for about the first 3 levels. Then the problems started to crop up.
When you win at cards because you've stuffed your hands full of aces that's not tactics or something to overcome it's just cheating. Arbitrarily limiting tower placement to where you (the game creator) decide they should go isn't tactics, it's cheating; that counts both for limiting the number of spaces so a tower can't be place there and limiting towers to a specific type of land. Same goes for locking down the entire map in purity towers and trees so that you can't build anything unless you went for one specific build, and even then you're just less screwed not ok.
Making it to where even if you went for the complete mana + cost reduction you still won't be able to take out a single spawn building because they have too many shields isn't tactics, it's just cheating.
Making some enemies require mana expensive spells in a tower defence, while also requiring other mana spells just to place any towers, and throwing them at you right at the beginning, isn't tactics, it's just cheating.
So all the levels are frontloaded for difficulty. For most maps thanks to the terrible placements you have no choice but to go for one specific loadout and place buildings in a one specific way or you lose (again not tactics, maybe relies on fast clicking and hotkeys didn't work for me, and still cheating). By contrast the endgame was sorely lacking; You have so much mana and enemies rarely make it halfway due to the towers damage.
The skill tree is also lacking. The passive bonus is negligible unless you're in late game (and even then it's just barely there) and you seem to have planned the levels so that the bonuses don't let you get ahead but are, in fact, required to play the level at all. and without them you will lose badly.
I would suggest getting rid of the purity towers or severely lowering their shields, you could make towers placeable in forests and have that severely lower their stats. and instead of land types restricting towers just make it a boost to their stats, or one stat, possibly linked to the skill tree passive ( which you should increase). All this so that you can have each level ramp up the difficulty even further; increase the monsters hit points across the board as the waves increase (give them upgrade bars to show the +HP level same as towers) as well as the ammount of monsters. and instead of complete immunity maybe some of them block a hit or spell every # seconds or every # hit. or armor gives dr that goes away after it breaks (so that the creature isn't just faster)
TLDR; it was amusing for the first few levels, but the blatant, arbitrary, and stupid restrictions on everything make it get old fast. There should always be more than one way to win and this game doesn't allow for that.

One of the greatest flash games of all time, this is the only stable version I've found of it after all these years.

Its good

Credits & Info

Views
937,414
Faves:
3,704
Votes
906
Score
4.55 / 5.00

Uploaded
Aug 30, 2013
10:28 AM EDT
Genre
Strategy - Tower Defense
Tags
  • Frontpaged September 5, 2013
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