Yeah the levels seemed pretty predictable from what I played so far. I gold starred each one and only restarted one once - I can't remember how many I played, but yeah, I was really looking for something a little more strategic. Spam and upgrade towers and you got the levels down. Thanks for reinforcing this, that it wasn't just me!
I got two achievements (use only one tower, and don't upgrade any towers), but the game shut off right after I finished the level - the achievements are not in Gamecenter or listed under my achievements ingame. Even replaying a level the same way did not give me the achievements again. Bummer. Hopefully, the developers can fix this.
Just a quick note to the developer (or a question to a knowing forum member). I've tried to download this app over the past four hours and it keeps telling me that 'the item is no longer available'. Is there any reason for it? Will it be fixed soon? I really want to get wobbling my towers. Tom
In true fashion my final attempt before sleep and it works. I'll look forward to playing later today . Still odd though . . And I wasn't impatient at all . . <cough> Tom
this one looks good, sounds good and plays awesome. the difficulty level is fairly moderate at the beginning. after playing it for 3 hours i think i will make a free space in my favorite td folder besides the creeps and fieldrunners.
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Not a huge fan of the actual strategy. Unlike most TD's, its tough to logically determine the best place for the towers by eyeballing the paths because they are all curves. Spots that look logical often fail. I mean, its too simple to actually be hard, but to some degree it feels more like trial and error than strategy.
That's been my biggest gripe with the way the game plays. It feels more like a puzzle game using TD mechanics than a TD game. This is very much a TD game where you kind of need to get 100% due to both the revealing the constellation puzzle and the critical powerups (almost?) necessary to ace a level that are scripted as to when they appear. In one sense, it's very tuned, but it's not as much fun as it should be since it's about replaying until either by luck or trial and error you hit the right positions with the right towers at the right time. You can't really lose-lose with any sort of competency, but if you expect to get all the unlocks there's not a lot of flexibility or ingenuity involved, just figure out where the designers expected you to use which tower when.
Great design, sub-par game The music and the art direction are first-class. The game is third-class. First of all, why make me touch coins to pick up money? There's no point! If I wanted meaningless busywork, I would have stayed in 7th grade. Did the game designers honestly think that makes the game more fun? Hard to believe... But, overall, there is little freedom of tower placement, and if you want to do well it's basically (as someone already mentioned) a process of trial-and-error rather than strategy. All in all a big disappointment. The gameplay just lags way too far behind the design and music.
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I'm currently #5 on the leaderboard, so I would say I've played the game about as much as anybody at this point. First of all, stop balancing your game by the bare minimum necessary to advance. Too many levels seem to be too set in a specific order of events in order to complete. Research time should be halved at the very least. It's enough that they're expensive to unlock in every level. They shouldn't take a long time on top of that. Personally, I like the coins the way they are but it's up to you to determine what the majority opinion is. If you only added a coin magnet tower with decent range, that would hopefully be enough to shut them up. My own opinion is to make it so sweeping motions will pick them up, where a player would put their finger down on an open area and run it across the coins. That way it wouldn't trigger tower menus and would make it simpler+faster to pick them up, also hopefully ending the outrage. Fruit Sherbet Bridge needs closer attention. The tree is so close to the bottom of the screen on an iPhone that the research is cut off and barely accessible. The balance issues are exemplified with Frosting Immensity. We should not have to take notes in order to pass a TD game. There's a bizarre glitch on the main menu screen, if you tap around the left edge of the screen it lowers the frame with a bar displayed across the top. For anybody having trouble with the game, all you need to know is it's balanced in a way so that quantity is preferable to quality. Don't bother upgrading towers if you can just spam them. It's the surest path to perfect scores in each level.
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Tower Placement I love the look of the game, the happy music and it strikes the have to play again nerve when you lose a gem. I'm not very far in the game but I'm having trouble with the tower placement. In the level Jelly Peaks (fifth one), I can't place a tower in the bottom position. See the image below. The tower floats a bit above my finger when I try to drop it so I can't select the location. The ring stays red. If I move up a bit it snaps to the node above. I'm playing on an iPhone 3GS so maybe this isn't an issue on the iPad. Is anyone else having that problem? That level is pretty easy but I can see this being an issue in harder levels.
Stressgal, yeah, I had that problem too... but then I just put my finger at the very bottom of the screen, and dragged it off of the screen, and then the tower ended up being placed... Pretty sure I just got lucky, but that's how I ended up placing a tower there... =oP
Press and hold the screen in an empty area. Then when you drag your finger around, any coins within a (very) small range will be collected, including any that are obscured. Howzat? And on a side note, that dude pointed out something he wasn't happy about - in his eyes, the developers haven't acknowledged any posts with even minor criticisms. Sure it was done in an odd way, but that's no reason to dismiss the concern itself - I do see other developers respond all the time, even with a "Thanks, we'll look into it" to every post like that.
I love the art direction which definitely stands out as the games strongest quality. Gameplay wise, I've come across little new except the piggy bank and the need to sell towers to defeat bosses. The power-ups definitely make the game too easy, especially upgrade-all. It has basically become the core of my strategy which grants me gold first time, every time. I reckon this game needs a hardcore mode to force me to use a different strategy. Edit: Reading that long list of people's complaints, I don't agree with any (even though they're all basically saying the same thing). I think the coins add a minor amount of micro-management which is much welcome. Edit 2: To the people thinking this game is about trial & error, you're partly right but keeping enough coins spare so to respond to any given situation is likely a strategy you're ignoring.