Joshua Neese
17
Monday, February 24, 2025
Really good TD but I think it would be awesome if you put in a local save feature fir when we're offline. I've found out that the game CAN pretty much fully operate offline but you have to login first then the only thing that doesn't work is the event stuff while offline. A local save feature would make this game that much better than it already is.
Mark Brown
16
Thursday, May 23, 2024
Since you wanted my review so soon after I started, I shall do my best. The game is unreasonably difficult. Though it is fun and has the potential to be a great game. I just opened "conquest". I have to hold back 310 enemies but can only use 3 allies, at most! If more than one enemy presses a defender, that enemy can go right past and I lose. Upgrading resources are also unreasonably scarce for early account building. Lighten up a touch on those and you got something here
Shibamaru
Thursday, May 23, 2024
Thanks for reviewing ^^ Early game difficulty has been tough to get right. We're trying to add more early-game access to resources but we're still far from getting to a good spot.
As for conquest -- this mode actually relies on "spirit generator" characters (such as SR Kanna) since it doesn't recover automatically.
Thanks for playing! ^^
Julie
1
Wednesday, January 8, 2025
My initial opinion is that the stages are a bit tough, and the game gets a bit boring. I wish there were more to do, especially when I'm stuck on a level and don't want to farm the same material floors repeatedly. The little avatars are absolutely gorgeous, but the stagnant cards themselves don't deliver the same beauty for the cost, in my opinion. I will come back to this game later and see if there are any improvements, I want to love and support it, but right now I just can't stay engaged. Edited
Shibamaru
Tuesday, January 7, 2025
Hey there, thanks for giving my game a try ^^ When you say you wish there were more to do, what type of content would you be interested in? Preventing players from getting stuck is a high priority for me, so I hope I can improve it ^^ Also, for static artwork, I can only have animation for skins right now since I have a limited budget (solo dev 🥲)
Marlon Pelayo
4
Monday, September 30, 2024
There is no encyclopedia of enemies. Which makes it hard to pick a team to deal with their abilities. Some enemies will kill a hero in one or two hits. If you missed the pop up, you will have a hard time figuring out how to dispatch these monsters. Also the heroes are cool looking but it's hard to figure out what they can or cannot do. Game play is decent once you get the hang of it but it's takes a bit of work. The flying enemies kinda just float with no animation and no path is indicated.
Shibamaru
Thursday, October 3, 2024
Thank you for your detailed review. I included a beta-version of an "encyclopedia of enemies" (the UI isn't clean, because I only had a little bit of time to develop it on short notice). Over the next upcoming updates I want to improve it further, and also include more information about strategies, character details, etc
FrightX
8
Thursday, November 14, 2024
Update! This game is missing a few elements to make it better, the levels rush you too quickly there aren't waves to help you compose yourself, the levels end to quickly because of there being no waves like other TD games. The different art styles is interesting. There aren't many enemy/character archetypes to build a strategy so I'm just using the same lineup to beat the enemies the same way. The game seems be in a early phase so these issues can be fixed with time. I do enjoy the game though. Edited
Shibamaru
Friday, November 15, 2024
Thanks for the update ^^ Hearing your feedback really helps me to steer the game in the right direction. As you mention, enemy/characters being way too plain is one of the biggest issues. I'm studying up on some new types to add (the latest v2.5 character is my attempt at changing things up). v2.6 I want to add in more unique enemies ^^
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