
You are the Eye of the Summoner. Protect your tower from the fiendish hordes of paladins attempting to destroy it. Summon your beloved creatures of the darkness and fight to keep the flame of your beacon alive for as long as possible.
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You are the Eye of the Summoner. Protect your tower from the fiendish hordes of paladins attempting to destroy it. Summon your beloved creatures of the darkness and fight to keep the flame of your beacon alive for as long as possible. Collect gold from the battlefield to produce more fighters and repel the righteous invaders.
You start your mission with three different units, each with its perks and weaknesses: the Shielder, slow but steady, is ideal for defending; the Scout, fast but weak, is great for collecting gold; and the Blitzer, strong but reckless, is good for attacking in groups.
Recycle the souls of your minions to create new and stronger units to contrast the ever-growing menace of those arrogant knights.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese +2 more
Reviews
Interesting concept, but the game is way too difficult for starting players. Imagine playing Plant vs Zombies, but the first level is the night levels with fog in the backyard, and as so as a beginning player, you can't see any of the zombies, and you never learned the mechanic of how to gather sunlight, or how to summon plants. That's basically what Eye Of The Summoner is like. The first level starts with a limited field of vision, no explanation that you need to pick up gold, and there are multiple attackers already approaching your tower. Again, they should have taken a page from Plant vs Zombies: Make the first level turn based, such that time does not progress until the player summons their first defensive unit. Make it so that the player can see the entire battlefield at first (introduce the "limited cone of vision" mechanic later on). Make it so that there's gold on the field and zero enemies, and do not let the player progress until they've had one of their minions pick up the gold. Send only ONE single attacker, and let the player summon different units in response to the attacker so that the player can learn which unit counters which attacker. The way the game is now, I've played through 20 rounds, and I still have no idea if a "Blitzer" (your basic unit) would win a 1v1 fight versus a "Swordsman" (the basic attacking unit) or not, because even though I've summoned Blitzers to fight Swordsman, my attention is immediately pulled somewhere else, since multiple attackers are approaching my tower at the same time, and the "cone of vision" mechanic makes it so that I can't observe the blitzer and the swordman fight and see who won the fight. Whereas in Plant vs Zombie, beating the first level, I already know that a basic pea shooter is enough to defend against the basic zombie. My guess is that the developer is suffering from the Curse of Knowledge https://en.wikipedia.org/wiki/Curse_of_knowledge where they already know all the match ups between all the units, and so they find the game "too easy" and buffed up the difficulty to where it is now.
Innovative but frustrating. Could be a great game with some balancing. Good price though. https://www.youtube.com/watch?v=Z9k5wPFqoFk [url=https://store.steampowered.com/curator/40526744-KillaCyst/]Steam Recommendations[/url] [url=https://youtube.com/killacyst?sub_confirmation=1]YouTube[/url] [url=https://www.tiktok.com/@killacyst]TikTok[/url]
Although i do give a thumbs up as i did overall enjoy my time with it and its a pretty cheap game, it comes with a BUT. (tldr: wait for further balance changes post version 1.0) The games unique enough to stand out and i love the concept and the theme. BUT, i feel balance need to be looked at and adjusted. For one, the ability to gain gold is entirely dependent on being able to spend gold to summon a scout who will collect gold in a cone from its spawn. The problem comes when these scouts are target-able and can be killed by the enemy troops. This leads to a catch twenty two. You need gold to make scouts to get gold. You need to protect the scouts with other minions who also cost gold. The scouts will only collect gold in a cone and then die. This leads to spending more gold then your ability to gain the gold back. All this while spawning minions to defend your tower. That brings me to the next issue. Which is enemy spawns. They come from all angles and can kill your unites fast which means you are open to attack. This compounds with the above issue and makes it so most games you die within under 2 min due to gold starvation. It is a enjoyable game but gets frustrating quickly. i feel a few tweaks with how you get gold and how many enemy's spawn and from which directions, could make this game a hidden gem.
I’m not a fan of “second chances.” Nature doesn’t offer them, and I’m a very natural duck — so I don’t either. Anyway, the night I first tried to review "Eye of the Summoner", I was in a foul mood and exhausted. I played a bit, muttered “what a dumb game,” and quit. Yesterday, I was a kinder duck than usual, so I decided — just this once — to give it another shot. Yeah… still a dumb game. To be fair, the concept is interesting: it’s a tower defense game, except you are the tower, and you summon demons in the direction of your fiery, otherworldly gaze. Sounds cool, right? Except something in the balance is totally broken. For me and my humble skills, surviving more than 2–3 waves was nearly impossible. Your demons are slow, fragile, and weak. The enemies are numerous. Resources are painfully limited. You only earn gold (used to summon defenders) if your demons manage to reach the end of the path — which almost never happens — or if you summon tiny imp-like “scouts” to gather randomly spawned gold piles. The catch? Scouts die in one hit and instantly aggro nearby enemies. Oh, and every new wave makes enemies stronger. Add to that the clunky interface, annoying music, and underwhelming visuals, and suddenly the one interesting idea isn’t nearly enough to justify buying the game. Oh — and despite my repeated failures, and the fact I only played around 30 minutes across two sessions, I still earned a Steam achievement for making it to the top of the leaderboard. Apparently, most people played less… or worse than I did. Video: https://youtu.be/433tjiUeKxY
The units in the game don't work the way the tool tips say they should. For example the scout should AVOID combat and go collect gold. The scouts are actively running to go fight enemies when I put them down. So far, in the beginning, the scouts are the only way to collect gold to be able to put out more units and defend your tower. Literally cannot do any of that since the scouts are going out of their way to go get killed instead of getting the gold.
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