Won't gonna lie, at first I thought it would be some kind of a weird idle game, but got pleasantly surprised. There's definitely room for improvement, but the base is really solid, I love how unlocking new things makes you even more involved in combat, even if it's just additional buttons to mash.
I know it's just an idle game and plot is secondary, but who came up with a great idea to make dialogue skippable by clicking in a game about clicking frantically?
Really amazing game. I love every aspect of it, from desperately hanging to what little land I have left, knowing well that I already lost, through racing darkness to the last moment, waiting for resources to pile up (I kid you not, I lost once by a single point of mana), finally to setting everything up well enough that your core never tastes the darkness before the final blow.
Pretty decent game, a bit steep at first, but it felt much easier after few runs. The fact that mbaron mentioned is a problem, I can't buy new ships for whatever reason?
Well, it's nice take on remaking the good, old Centurion for Amiga, but as others said, it needs some serious bug-smashing. I like that your legions level up through campaign and global bonus buildings. Any chance for some more cultural-based appearances for units? Or maybe some reforms, so that, for example, overall quality of legions would drop but they'd be able to train in every province?
It's a very nicely done time-eater. Two mods make two very different gameplays, in the endless one can wait out the AIs making the game very easy, but with turn limit pressure, power-hungry enemies are actually posing a challenge. I like the minimalist design and not too over-complicated upgrade system, making it a nice addition to "swarm 'em before they swarm you" genre.
x10 button for upgrades. With the "reset to get more" game mechanic, amount of clicking rises exponentially, x10, maybe x100 buttons would be giant help.
This is amazing idea that was very well executed! If you'll keep it updated with popular suggestions, this will be simply best game that happened to kong since months!
Actually, I have nothing against energy thingy, it's a nice little quirk making the game less of a clickfest with being made to decide what to do with it (although I would like to get more to do with it... some kind of "gathering fame" to get better job propositions maybe? Don't know, just an idea). Also, two suggestions about energy - some kind of indication on the bar how many "clicks" we have left and houses rising their limit instead recharge speed, so with better house "fully charged" energy would be worth more clicks.
At first, we were merely running away, barely keeping Creeper at bay for few precious moments to continue our escape. Then we fought back, marking the border where the invasion could go no further. And now... now, with our bases dropping from orbit, our bombers and strafers securing the full-out land storm, Creeper finally became our game. We became more of a Creeper than Creeper itself. This is brilliant continuation of great series, keep it up!
This is purely amazing! So many crazy ideas, just when you think you're comfortable with what you've seen, world turns orange and reminds you you're only half way there by throwing at you ceiling as laser-wielding enemy :D
As others said, growing doesn't work well with dodging. Can you at least reduce hitbox to heads only? Avoiding bullets on screen is hard enough, avoiding those which will hit your body that after certain size gets outside the screen, is impossible. BUT I must say that despite of that issue, I've enjoyed the game. Eating through smaller enemies gives nice feeling of power :D now, if only there was some kind of small, regenerating "shield" depending on current size, that would actually encourage charging hordes of smaller minions head-on when big enough...
I don't know what's the case with this game. I've started playing, creeped small part of map with building entirely and thought "Myeah, okay"... but then buildings started upgrading and it was so much fun! I don't know why, to be truthful, it seems not as exciting as it left me excited... "woah, those little guys are doing something, cool!" ^^
Okay, so just finished the game and battle for Kyoto was largely anticlimactic, with me being able to blitz enormous forces of my enemy with samurai-bow ashigaru combo... but you know what? That didn't really matter. I've marched through whole Japan, had epic battles, two times I've stood up from my knees and got my revenge... it only made sense that my worthy foe died like trapped rat instead of hero. Also, I largely enjoyed the feeling of rush with each turn ending in battle, it really shows the atmosphere of revolt - there's no way to return. One can only push forward or die trying.
I've rated this game 5/5, not because it really deserves it, but because, as was stated before, it's terribly underrated. It's solid 4/5, not ideal, but has potential. Would like to see ability to choose amount of rounds and competitors.
How about allowing our little guy to specialise a bit? I don't know, already mentioned speed boost, maybe increasing the selling value of your crops, being prince charming and getting discounts at shop? It's nifty little idle game and I'm sure you've got plenty of ideas on your own already ;)
Yes, i've plenty of ideas, but sadly not plenty of time :) Anyway, that specialization system is one of them: I plan to make a level-up system where spend those skill points in three areas: - farming skill (work faster) - running speed - selling bonus.
You can toggle the dialogue speed with the Cinematics speed option in the Settings menu. And monsters don't attack while the dialog is up.