I’ve been enjoying the heck out of Defender’s Quest. But I’m also a detail-oriented perfectionist, so here are some complaints and suggestions.
Feature from other games I miss most: the Checkpoint system from Defense Grid. It’s frustrating to be 10 minutes into a perfect run and have a critter on the verge of death slip through. In those circumstances, I would really rather only lose a minute or two of play than have to restart the whole map, especially as I am not likely to change my opening strategy much.
The Golden Sheep is Too Tough. I haven’t beaten every other map on Expert Perfect yet, but I have done most of them. But I still can’t get that sheep down below 40% health. maybe I’m missing a power strategy somewhere, but I feel taunted by this level, in a not-fun way.
When you click on a Monster to see its description, there should be some icons describing specific abilities. Mousing over these icons should provide a tooltip with more detail.
- Immune to Knockback (some monsters mention this in their flavor text, but many don’t)
- Immune to Slow/Stop (I think the Golden Sheep is, but I’m not actually sure)
- Currently Frenzied
- Currently Blind
- Currently Bleeding
- Currently Poisoned
When a Healer is at Boost 5, set to Fight (or Both) Priority, has at least one level of Inspiration, and has at least one friendly unit in range who is in combat (e.g. an Archer), that Healer should be firing Zeal.
Armor-related skills don’t seem very valuable to me. When Armor first appears, the anti-armor skills seem meaningful, but as general damage output of your army goes up, Armored creatures become functionally indistinguishable from Tough creatures, so it seems to make sense to just boost raw damage, rather than invest in skills that are only occasionally relevant. Suggestion 1: change mechanics/balance such that there is an occasional need for Armor-piercing/breaking. Once there is an actual need, you might also consider adding some weapons (either as Perfect Rewards, or for sale) which confer anti-Armor abilities, but which have much less raw damage output.