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Reviews for "Wizard Defense"

1 problem

the game is great except for the fact tht u dont start out with full health on each mission

Just Short of Unlabored Flawlessness...

The best balance I've seen in any game of the sort... If you screw up you still have a chance so long as you properly take advantage of all the spells you buy. So even if you get say level 2 lightning, so long as you use it properly it can still be of enough use to keep you alive, for example. And yes, I did do exactly that my first try, so I know it works.

The controls were simple as they should be, and the pace was exhilerating as you are constantly forced to think juuuust enough. I find that the level 2 magics are a bit underpowered however-- maybe giving "synergies" (bonuses for the upgrades given to the level 1 magics, for example) would help that issue. But the way that there's 2 travel type and 2 instant type magics that have one of each for each inverse element... that kind of attention to balance is remarkable.

The enemy types are quite interesting, the first time I fought Fenrirs was wonderfully challenging with my first try's ice/lightning as I had to stun the CRAP out of it with the lightning. Though there is a bit of a lack of balance in that fire/ice enemies are far more common than lightning/earth types. Still, the weakness system seems underpowered, with such barely noticable bonuses to damage. Also, it could have been more interesting to have enemies with more than the basic fire/ice lightning/earth anti/weak pattern. For example, an enemy immune to earth yet weak to ice. Still, the immunity system is slightly harsh-- maybe having it do drasticly reduced damage or such might be best as to be able to spam some minor spells at it to finish it off when it's at 2 hp and right at your base (seems to happen sometimes, which gets annoying but I guess isn't too bad anyway).

Spell effects seem to be less useful than originally intended, as they only work effectively when spread across multiple enemies most times and the regenerating enemies get you into a habit of taking them out one at a time starting from the front, so it's a bit too much to juggle that along with everything else and the benefit is hardly worth it either... Only uber enemies really warrent the abilities, but they don't seem to require much past base stats for the secondary effects in order to properly kill. Oh, and about regenerating monsters, they should have a short delay after being attacked before they start regenerating, as they sometimes regenerate just enough to have 1 or 2 hp left WHILE your second shot is heading there, which is a bit of unneeded stress on the player.

Also, the secondary spells should have two instant types, preferably to oppose the two instant type level ones... So like, a meteor/firewall or such which lands instantly on the area for fire, or a pitfall/groundspike of sorts for ground... to keep with the wonderful idea started with the level 1 spells. Also, it might be better to have more universal secondary upgrades for the spells, like having all of them upgrade duration or such of the effect, instead of all having differing changes added. So upgrading the amount of time that the target takes burn damage or is frozen or is stunned or such, to keep it more uniform.

Well these are just ideas anyway, the game is magnificent already and I'm just trying to be constructive. I'm by no means complaining! I can't get enough of this game and I hope for a sequel!

Well Thought Out

Some people are complaining about balance. I had issues on my first run, but I began to experiment and once you find a few secrets it's very beatable. I beat it with only 5 monsters sneaking in and I probably could've got them with a little more focus.

Strategy to Win: Go with 2 builds: three 1st level magic w/ Rock 2nd and two 1st level w/ Rock 2nd and Ice 2nd. Either Ice or Rock 3rd (usually Ice). You can beat the entire game with this.

Now some spells do suck. 1st Fire isn't needed till late and it's 2nd is useless. I found no use beyond overkill in level 35 for Fire/Lighting 3rd. Lightning 2nd is just usually over powered by other spells.

The Rock 2nd is AMAZING. Get to max stay and min rest and use it to hold bosses down while you spike the other. The trick of the game is to use stun, slow, and this to give you the time needed to win.

I found myself having to think a lot hich is good for a tower def. I never really went auto pilot and bored.

Fixes: Better/More sound track...bit weak on loop. Typo issues in dialogue. Buff Fire and Lightning 2nd and 3rd. They need it! Restart option. I want to be able to try the level again with money refunded if i fail or simply sometimes i forget to throw in a new spell and have to hope i saved. Also offer info on how much dmg weakness gives.

Good game though.

Either too hard or too easy

Alright, here's the trick to getting far in this game...(I quit around level 17 cause it's just too easy):

-Get lightning and use it as your main attack spell. Use all your money on upgrades for it until around level 13 or 14.
-Get the second level Earth magic and upgrade it a bit to ward off those lightning immune monsters.

From here on, you're pretty much good as gold, since lightning is severely overpowered in this game, while every other spell seems to be absolute crap.

Terrible balance issues

The game itself is good, but it's incredibly unbalanced and the difficulty is so overwhelming that it negates all the good parts of the game. By the second level I found myself overwhelmed, with only two spells which did very little damage at my disposal. When the Cereberus was introduced, I nearly shat myself because it took my entire arsenal of spells to kill just one. You're throwing too many enemies at us, too quickly. You need to stretch the game out more, to allow the players to get stronger spells before you start sending demi-gods at them like there's no tomorrow. The graphics, music, and concept are all very good, though.