This game lacks too much depth even for a flash game. For a game where the player's only job is to click the oversized skill button, I'm hardly able to use the same skill twice let alone thrice before the game ends. The skills needs to be weaker and more spammable so that the players actually had things to do. Likewise, I need to know the exact skill cd to maximize my damage and not some bloody vague timer. The tax system should be removed and compensated with more golds to the player per map. The maps should just be linear rather than forcing me to circle around looking for weak ones. The tutorial sucks because it forces me to upgrade stuff. I want to know the exact stat gain per lvl up to make an informed choice rather than randomly clicking and hope for the best. Why is there no different formations that alter dmg/cd/hp and why the hell is my spearmen dying while my vanguard is still up?
Uhh, it's actually complete 30 levels instead of complete level 30. Although you'll fail the mission if the VIP is dead, you can still unlock newer levels regardless. Went full retard with molotov before having to backtrack for badge.
Got the Hard badge without walkthrough. The most difficult achievement is probably The Governer simply because you could've accidentally missed it if you trapped the area instead of leaving it empty. I mean, they're friggin zombies; I doubt they'll be picky about whether their meal has a few extra holes on their body or not ಠ_ಠ.
Read this if you're facing difficulty: The trick to this game is to horde culture points before new age starts. Never upgrade anything beyond level 1 except tier 1 culture (lvl 3~4), tier 1 cow (lvl 2~3), tier 2 fish (lvl 2~3). Build buildings whenever possible, flee battle if none of the opponent stat is low and just skip turns until new age starts without wasting culture points. Focus on culture, food, production and finally population limit (in this order) when new age starts.
@Baalor I suggest level 3/4 tier 1 culture. At level 1, the culture gained is too low to save up a lot of points for the second age. At level 3/4 however, you can comfortably ramp up more points as you skip the turns waiting for the next age. Furthermore, you'll waste a lot of time trying to upgrade everything to level 1 without a level 3/4 tier 1 culture which is counterproductive.
@branden23 That's probably because the modifiers only affect the base value. For example, 400% of 100 is 400 and when you add 50% it'll become 450% of 100 which is 450 instead of 150% of 400. Which makes a lot sense so that the numbers don't get too large and cover up the whole screen. There should always be a balance between base value and modifiers to achieve maximum result. Just get more babies instead of depending on the modifiers. It works way better.
As an addendum, do note that upgrading pyramid do NOT increase your productivity although the numbers did change. In my case, I should be getting 15M of production per turn but end up getting only 2~3M per turn which is even lesser than the 7.7M that I should get from the mines. If the devs ever fix the problem in the future, then the best way for the endless levels are to juggle between code of law and upgrading pyramid and occasionally upgrading tier 3 food/mine/culture. Upgrade food if you can't reach the maximum capacity (due to code of law) by the time you gained a new culture point. Upgrade mine/culture if you need more than a turn to upgrade code of law/pyramid. Ideally, you should be able to upgrade code of law AND pyramid whenever one is available. Do note that you've to invest a few levels in city planning first to ramp up the population size before applying the % from code of law.
There's really not much strategy/difficulty to the game if you just do what the game's begging you to do: horde culture points. There's little to no benefit in investing culture points on first and second tier technology since the increase in productivity/worker capacity is minimal while new points are harder to get. Instead, start every era by focusing on things in this order: culture, food, productivity and capacity. Do not increase anything beyond level 1 with the exception of tier 1 culture (level 3~4), tier 1 cow (level 2~3) and tier 2 fish (level 3~4). Build buildings whenever available and just skip turn until new era for plenty of extra points. Spend it on culture/food first and then allocate all workers in farm/cow into the fish/temple. In case famine hits early in the game, just restart until there's no bad food production for at least 15~20 turns. If you don't plan on focusing on cow/farm like me, don't upgrade tier 2 cow/irrigation for more points.
Need to have a way to hide/unhide finished row/column which also automatically adjust the number at the edges. Sometimes you know the row/column will not contribute anything anymore and it's just an eyesore. Heck, the toughest part of the puzzle is to not get irritated by all the X and colors.
I wanted to say I'm guilty and ashamed for using the walkthrough to solve 12 signal only of the last level. But I find something seriously wrong when the solution requires me to form and break a signal as a mandatory move. How the hell should I know the form/break mechanism of the game is so broken? Theoretically, forming and breaking a signal is an undo and not a move by itself.
I find it easier to tackle survival mode by getting as many kills early on. Since loots obtained from enemies scale with combo, it's a lot more efficient compared to staying near the top and focus on treasures. By zone 10, the latter half of the zone is so quick and full of pits/traps that you can hardly stay at top anymore. Your priorities should be 1: Not getting hit while maintaining combo (avoid enemies you're bad with, maintain combo > getting kills), 2: Getting flowers/girls, 3: Getting armors. Don't bother with treasure much and stay near the right of the screen whenever you've invincibility to maximize kills.
I find it ridiculous that I can mark squares that I had already put an X on. Sometimes, I accidentally pressed the keys twice and went over my intended squares. Still, if I've already put an X on it, obviously I know it's already wrong and I would only mark it otherwise by technical mistake.
While a game of great concept, I noticed a significant amount of bugs. There's this visual bug where a mob spawn but get stuck to the edge; probably because the maximum amount of enemies are reached. Doesn't affect game completion since it doesn't count to the total kill required but still an annoyance. Then there's this one time when a mob became invincible and I'm forced to restart the game. The worst offender tho, is how the game bugged and assumed I defeated the final boss even though he has more than 50% HP left. With that, the level is 'completed' and I earned the badge. It left a bitter aftertaste but I don't feel like challenging the boss anymore what with the lack of better upgrades and all the occasional bugs.
Halfway through, it broke down into a simple matter of matching 'easy' opposite sides and then calculating the rest. For example: 3+4/5+x/6+1 for one cube will instantly tell you that x is 2 without complex spatial thinking, which is even easier when the said x is connected to other cubes and you go on an arithmetic spree. While the game has great art and design and probably works better on touchscreen, it'll be too draining for some to thoroughly enjoy the concept. Unless there's a way to make it less tiresome, it's pretty decent but definitely not a masterpiece.
Lucked through the game and got the hard badge before maxing everything. If possible, never take [Ally] skills unless it's marksman and rocketeer. Same goes for [Fireteam] skills. Play through the game till you're max level, get drilling and keep trying survival till you get several marksman near the beginning of the round. Avoid non-marksman/rocketeer whenever possible, which should be easy with the high % of marksman/rocketeer. Take Napalm Wave for high cd which works well with Energy Shield and go for rocket launchers. As for perks, I did it with Uranium/Napalm/U.A.V/ES perks (haven't unlocked all yet).
My greatest achievement is actually choosing the right option for the final answer; which makes me wonder whether will it actually be Game Over once I answered wrongly. On deeper scrutiny, isn't the Arbiter just being an ass at the end? He claims that Jones is wrong since Socrates found THE answer although he knew that it's false to begin with. Perhaps it's applicable given the circumstances of the argument but he's still an ass nonetheless.