Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Other than that I agree with you, it would be nice if they added the difficulty levels and fixed the little inconsistencies between the different versions.
The only reason I bought this game is it is the COMPLETE game, not "50%" of a game with the rest locked behind a paywall.
I've played and beaten the Kongregate version. I've got a fair way into Frontiers on Kong as well. I much prefer this version. I love the bonus missions, the superior graphics are really awesome (even if I only notice when I go back to a browser-based version) and as there's no microtransactions I've never felt the game is being unfair to con me out of more money. Plus, it has heroes. This IS the definitive version!
The iOS version was built with microtransactions in mind (ie: "Pay to win"). It also lacked heroes. You can't just drop heroes into the iOS version and leave the rest unchanged as that would make the game easier, and by and large the PC market don't want that. PC gamers tend to want more challenging experiences.
So of course there are going to be differences. You can't just add or remove features with no regard to how they interact with the wider game.
Now about the landscape objects, I really miss then. It was a cool way to add uniqueness to the stages and as players, we have to learn and adapt to win. I dont really get why this things was left behind, It was too hard to port then to Unity or just cropped to a faster release?
Also, it doesn't have more levels. No fungal forest for example. And what happened to the lightening spell and extra reinforcement like on the flash version?
When you build a game where you can buy your way past difficulty, you are indirectly telling people that they are SUPPOSED to buy their way past difficulty. Moreover, if people accept it then it tells the creators, and other game creators that it is acceptable. This is in turn encourages them to make the game artificially long, hard or otherwise "un-fun" to get people to pay extra for a better experience.
The end result of this slippery slope is crap like Dungeon Keeper on iOS - a microtransaction store with a nice graphical interface. There is no "game" in games like that.
Microtransactions are cancerous. They have become accepted on iOS, but the majority of PC and console gamers resent them and do not want them to be included.
If you suck at this game, get better or give up. Don't expect that everyone else's experience should be soiled so you have the option of paying extra for an easy mode.
I remember reading some mom's comment on Ironhide's facebook, something about how she likes to see her son trying to figure out a way to beat the levels, and then they introduce the gnome shop and all he wants its money to buy weapons. It really breaks the game.
I would like to see the third reinforcement (as a upgrade) and the lightning ray (because its fun to use) returns, but no cheat mechanic.