FelixTheXth: It's a matter of design. Incremental/idle games need to have something to draw you back in. A timer system is fine, but that leaves the player with nothing to do for 8+hrs, meaning I really only have motivation to visit it 2-3 times a day for less than 3 mins.
Similarly, bankers can make me money when not on quest, but you can't afford them until late game when the 5760 gold they get for the 8hrs when they COULD be questing arguably isn't worth it - and just letting them sit there isn't fun.
Look, the interface, graphics, concept... it's all there. The pieces of an idle game are in place, but I don't feel like the question was asked "Why would they want to play?" If you look, it doesn't even tell the player why they would want to sell their company. What's waiting for me? What am I working towards? Why would I keep playing?
Solid game, love the art and concept, the be execution needs work. The timers feel arbitrary and quickly make me ignore the game. Inventory management/equipping loses it's magic pretty fast - an "auto-equip best loot" button would help. For an incremental game, not having off-line progression of some form or fashion is a deal breaker.
It has a ton of potential, can be addictive, and well deisgned.
However, the physics of level planning more often create frustration than true challenge. Random trailer disconnects, even when fully leveled - materials being too bouncy to ever stay on the cart, at any speed, often killing the driver. A driver who just flat dies constantly, for little reason.
It just gets frustrating and painful after a bit.
Christ this is slow.
Look man, you know you have a problem when I'm doing other things while the game is still running to entertain myself.
You have an interesting concept, but the execution is lacking. Beyond that, there is no "strategic placement." You can beat the game with ease using only spikes and machine guns, as long as you keep them upgraded.
Good story, more or less solid game play.
The illustration work as outstanding, and combining that with the storyline really gave it a Frank Miller vibe. That said, the dialog was often pretty cheesy.
Also, while I don't have any problem with punishing wife beaters and promoting a strong female lead, I do take some issue with the idea that all men are chauvinist pigs. I would appreciate it, if say, the mother-in-law was also a target.
If you create a sequel, please vary not only the character clothing, but gender as well. Also, a greater variety of objectives would be nice - the light mission hinted at that, and the pressure-point system was nice, but ultimately unnecessary.
Overall though? Good game. ahd me playing to the end.
4/5
I'm going through every path to unlock all the various tank builds, and I've found that all of them are balanced if you learn their idiosyncrasies. The Drone Tank for example, seemed impossible to use, but I soon learned that it's all a matter of sitting back, surviving as you pump out drones, and waiting for them to all split and find thier target.
You took a funny concept, good art, good sound, and you didn't drag it out. I'd rather be pleasantly amused after 30secs investment than reach the end of a ridiculous flash game and feel nothing but sinking anticlimax.
Nice woork.
A painfully mediocre shooter in a sea of mediocre shooters. Loading bugs, perfect-aim enemies, repetitive "locked-in-a-room-until-you-kill-X-enemies-then-do-it-again" combat. Honestly, I can understand if this were the first game, but the fourth? There really is no need for mercy at this point. How did this warrent a card challenge?
Incredibility mediocre in every way - graphics, sound, concept, execution, everything - and for such an over saturated genre, that really isn't acceptable. Had you attempt some twist on the tried-and-true, it might have warranted some mercy. Rather, you took the most trodden of path and hit every pitfall along the way.
1.5/5