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Reviews for "Cursed Treasure 2"

I dont see much progres, actually regres with some of the mechanics, but its still ok.

I absolutely love this game! Holy crap is it addictive!
I found it to be a little easy at first but after 4 hours flew by and losing a lot of sleep I couldnt wait to get back on and play.

First of all the graphics are smooth, sound is really good but the best part I found was the originality of this game. I love TD games and this one by far is one of the top fives.

I love that you can come back and replay a level at night, how cool is that?..... I could go on and on about the stuff I liked, especially the journal that keeps track of your upgrades and sieging of towns while you play. Almost like Takeover.

Crazy love this game!!

IriySoft responds:

Thanks! %) We are really glad to read comments like this because we got a lot of heavy criticism about this game.

i took great personal joy in Peter Paul and Mary-ing their ass. i loved the first one, and I certainly love this new and shinier sequel. It's ALMOST too busy, but it manages to strike that special balance.

A fun and easy tower defense game that can fill a couple days worth of your time.

I really enjoy this genre of game, and I especially like them when they're well made, so there are a lot of things that work well for this game. Instead of going on about the things that I really liked, which would take sometime, I'll just mention a few things that I think would make for a better game.

The music was entertaining, and it blending well with the overall game, so I let it play during most of the first day, eventually turning it off during the second. The sound effects, however, were turned off within the first ten seconds because it was the same death noise stuck on repeat. I feel that if anyone owned a Temple then they know exactly what I'm talking about. It was about ten "uh's" followed by an "eeee" as the person died. There were just too many hits involved to kill a person to warrant a reaction from each bit of damage that was inflicted. It could be simplified to just a noise when the person dies, and a variation for each character for some dynamics. In this case less really would have been more.

I really did like different variations between the tower types, and how they each had their own unique upgrade paths. I rarely strayed from towers that shot the quickest because the "frightened" upgrade line did not seem overly worth the delay in firing. In the event that someone was frightened they would only turn away for a few seconds, so the loss of a quick shot just never seemed worth the slower firing time. Also, many of the heroes that you would want to turn away for a few seconds were not affected by them, so for me I never bothered with the frightening option after one level of using them.

The spells were another feature that were a hit or a miss. The Armageddon/Fireball spell was very helpful, but the frighten spell just never had a place in the game play. For 100 mana I want whatever character I hit with that spell to not move from fear, run away and never come back, or to outright explode for no apparent or logical reason. For a mere 200 mana I'm killing most units, and a few of their friends in close proximity. It's the only logical choice really.

While it took me a few levels to figure out I finally stumbled upon the Skills that I had won from previous maps. Some of them I found very helpful like the Infernal Magnet that recalled moved gems back to the cave, but many of them I would pick not because of strategic purposes, but because there was one skill way down the list that might be useful. I would have liked to have seen more precise skills that would help with the main goal rather than a bunch of skills that really don't help me any. Case in point: Die and Deliver, Timber Yard, and Cut Out Mastery to just name a few. I was never hard pressed for cash or mana, with the exception of just starting out (which was easily fixed with the basic skills for all categories), so those three and others just didn't serve a purpose. Sadly I still had to select them just so I could get to something that I did want, so I think the skill tree could be condensed a little.

The speed-up option, and the force attack were greatly appreciated, because this is a long game, and sometimes the levels became stagnant. On some of the levels there is no way you can lose, and it's just a formality of working through all the guys until you reach the boss. The boss is the only place where it would occasionally go from this is in the bag, to Dear God I have no bloody chance. I think it was the hurricane tree boss on like level nine that I went from not having any issue the entire game to all of a sudden getting my ass handed to me. There was no progression of difficulty, it just went from everything is dying right out of the gates, to game over man. Maybe I didn't click something, maybe I should of read one of the many pop-ups, but needless to say I called it a day.

Oh, and on a random note some kind of gem counter for the cave would be sweet because on some levels I couldn't tell if one was stolen, or it was just tucked in the cave somewhere.

Besides my suggestions I really have to say that I enjoyed the game, and if I had more time I'm sure I would keep playing until I reached the end. The overall theme remind me of Dungeon Keeper in quite a few good ways, and one negative way. While I really enjoyed Dungeon Keeper, after about 5 levels you already feel that you've seen all the game has to offer, but you play on because you want to reach the end. Sadly I don't have as much time as I use to, but needless to say thanks for the time-killer!

IriySoft responds:

Oh my... This is the longest comment I have ever seen on NewGrounds! %) Thanks for detailed review.

very easy to learn and fun to play