The rocket-launcher units seem to be the worst equipped to deal with the mechanised walker units, because they do splash damage, not piercing damage. WTF? They're the anti-armour units, for christ's sake.
After beating the penultimate boss and being killed by the final one, I respawned outside the room. Now I can't get back in since the gate won't open. Will probably have to beat the boss again.
So the flying zombies are invulnerable while floating down, but still block shots to those behind them. And since there's no indication of where they will land, and that they land essentially next to the wall, you have to follow them on the way down so you can kill them immediately, or they'll start destroying the wall straight away.
Did you not playtest this game?
First go over the spring or boat (if the starting crate is in one direction, go in the other) and wait until a zombie spawns. Then go back to the central island and go get the crates, and you can wait in the middle until all the other zombies are killed by turrets and where you can respawn. Then get the crates as they appear. If one appears on the island the one zombie is one, stomp him at the gate and run past him to the crate and break it, stomping him if he gets close. When all crates and resources are harvested, kill the one zombie.
genius11, when you're in a room with a secret door, you'll notice a blue square appears on the wall near the floor. Click that to open the secret room.
Just started another battle, they both jumped to the back row and started to spam crowd appeal over and over. Can't you just eliminate the AI option of moving to the back row? I want them to stay in the row I place them in
There is no pause button. We might add one but I wouldn't count on it. The round are really short.