Thanks for the great feedback, we really appreciate it. We've got to apologise for the ammo bugs ( And the other ones too ), even though it was play tested to death these things still slip through, which we're not happy about either.
In defence of the whole "Insecticides" thing, I'm sure it was just a typo on Miniclips behalf, it's not something we've ever called the aliens ( We've only really referred to them as the "Owl men" ) but then we didn't supply them with any copy for posting here. Thanks everyone for pointing it out.
Regards the camping, it was too easy to cheat on some levels ( For instance, level 1 to the right of the console in the corner ), which is why it was added. Later levels are larger so it becomes lot less of an issue.
Just to clarify, this isn't a direct sequel to Outpost:Haven, it's just a spin off from the Swarm mode in that game.
Our sponsors, Miniclip, posted the game here so we can't reply to comments directly like usual.
@Stwright5, The whole evolution angle is just a game mechanic, it's just a theme to hang the level selection on ( Let's keep that our little secret though huh? It may spoil the game for everyone else if they discover plot holes in a free Flash game. If anyone asks I'll just say that the "organimetal" evolved in durability, but still wasn't intelligent enough to be self aware, and so needed a pilot, but hey, we both know the truth ).
Thanks for all the feedback, I really appreciate it.
Just to answer the favourite comment ( "Why isn't the ship made out of the same stuff as the pods" ), the reason is simple. The side pods evolved after the players ship, and with the basic rules of evolution it should be better, in this case, the metal alloy used is a lot denser to be able to cope with the baddie bullets. This stronger denser metal is fine for remote pods, but wouldn't support a pilot ( It's toxic ), hence the ship not being retro-fitted with it.
( I made that up on the spot, the real reason is "It's just a game" ).
@mcnealdj, the green rollOvers do reflect the weapons range. I must admit aside from the dots on the side showing the upgrade level there's no info to show the improvement, as I couldn't think of a way to convey that to the player without reams of text, and there's a lot in there already. Thanks again to everyone for the constant feedback and votes, even if the score is edging down :)
@diogames, fare to say you don't really like TD games ? @RazuhlAlAnfa It doesn't show info for weapons which aren't invented, to me that makes sense, otherwise the story collapses. Also pressing the menu button pauses everything, so the player does have time to gather their thoughts if they need to.
@X4MHD, great ideas, but it's a question of features vs budget mate. Adding all those things would be around a month of code + additional assets, without knowing if it would regain that extra cost. There has to be a cut off somewhere, that's why there are sequels :)
As to the shoot'em up point, that's partly spin, partly a quick and easy description and partly due to the nature of the baddies. No TD games spring to mind where the baddies shot ( And miss, likewise the turrets miss at times too ) and turrets need repairing. I think any of the baddies could be dropped into a shoot'em up as they stand now. To me it's at it's very heart a shooter, just in a different genre. Hmm, was better first time I wrote this, as ever :)
Argh, my comment got denied. Try again. In an ideal world the game would be more level based where you would start with a smaller dreadnought and be eased in, before being promoted to the full size dreadnought, but as with any game it's a compromise due to time and budget. If there was a sequel ( Unlikely atm ) then I would address some of these issues.