The difficulty seemed to be more about precise timing of when to cut, rather than planning ahead about what to cut and when. Also, the balls often show an odd increase in their momentum when striking a zombie when barely moving. I'd also like to see a level or two where it seems a board's only purpose is to direct balls, but it's also key to killing one or more zombies (for example, in level 17, the leftmost batch of zombies can be killed with the board or the ball).
Aside from that, I like the look and the overall feel of this game. Great way to apply the civiballs concept without feeling like a copy.
This is a great start for a single programmer. We users have just gotten spoiled by development groups and the occasional game design genius
I'm a bit disappointed, to tell the truth. Just started, and I'm already seeing a MUCH heavier emphasis on bots, which turns this into just another programming-type game.
Is it just me, or does the AI seem to stop trying once it's down to just 3 or 4 units? I remember the bonus map in the first game had an issue similar to this, but worse.
The AI doesn't seem very good at defense. Once you beat back that initial rush, it's almost a cakewalk to victory.
That aside, you know a game is pretty darn good, when your biggest complaint is about an AI with unbalanced difficulty.
As for those that say it's a ripoff, you need to review the meaning of that word. Ripoff refers to a creation that is presented as unique and original but is actually a copy or near-copy of something else. In the first game, the developer said right out that the point of the game was to fix several of the flaws he found in advance wars. It's basically a spinoff of advance wars, but the creator had to make it look original to avoid copyright/trademark issues.
Interesting concept, but too many of the puzzles rely on precise timing rather than analysis and planning. Doing the same lvl over and over until you get just the right timing is NOT fun.