"Diane, upgrade your shotgun, we have parts and time." - "No Cocheta, you ran over three civilians last run, I just don't have enough morality points to do much of anything right now"
These two have no business being soldiers. They should have been mechanics. Cocheta and Diane, the new Click and Clack. Can take your totaled flaming Humvee to showroom ready with spare parts in 10 seconds... and zombies.
Tip for those tired of the grind: after a sufficient amount of upgrades across the board (requires some manual grinding first), the game can play itself. Perfect and near-perfect launches on story mode will yield on the order of 20-25k per run without your intervention. Feel free to tab away to work or read up on Minecraft enchantments - or whatever your poison is.
Luck becomes less of an issue as you gain in levels. I never struggled for the night time brilliant win on the last three rounds at max level. Remember to work your way from your gems out, to keep your near-gem towers a high level. Else, that round of ninjas on wave 20 will nail you every time.
I struggled a bit until I remembered to click on units for their ability. After that, every round was laying a thin token line top to bottom, them spamming all my mana on the top "row". Right before my guys connect, I drop all my bombs, then dash my top spammed soldiers to the finish. Every round lasted less than 10 seconds from then on, including the final battle.
I've been playing flash games for over 6 years now, and while I appreciate a challenge, I wouldn't mind if I never had to dodge bullet storms ever again. Otherwise, 5/5.
My old high score was 17.9k, prior to beating the game. Then I blew through the final boss, killed loads of ships after, and almost killed him again, yet my score for that round was only 13k. Can someone explain to me how scoring works?
The control scheme in the sequel is far better than the two options presented here. If it wasn't for the badges, I would have shelved this game 15 seconds into Level 1.
Everybody knows that historically the majority of cowboys were African American. I find this game's feature of buying and selling these cowboys incredibly insensitive and morally repugnant.
Funny how the badge for brilliant rating day/night on missions 19-21 only yields 50,000 exp, when even a failed attempt can net you 100,000. By the time you get either badge, you'd be well into the millions of exp from attempts, and maxed out level. Might as well be 0 exp reward with nothing but bragging rights! 5/5
5/5. The positives are many and apparent. Constructive criticism for future installments: Include numerical information on abilities rather than vague descriptions (why is Boil better than Fireball?). Bestiary or in-fight data on resistances, possibly one that evolves as you kill enemies. Earlier access to varied companions. Clearer purpose for different classes - I steamrolled the game with offensive Mages and Rogues. Meaningful placement of allies (a la Monster's Den).
On day 2, when I noticed that gold price fluctuates, I immediately fired up a new Excel sheet on my second monitor and began tracking max, min, avg, and 75th percentile gold prices. Any game that encourages the use of external data analysis gets a bonus star from this geek.
I rated this lower than the original, because it learned nothing from the original. It's a shame because this game has great potential, and the first addition showed zero progress. But hey, you gotta eat too; so I hope you cashed out on the commercials and ads and got you the Deluxe Mac 'n Cheese instead of the generic this time. Seriously, I want more from you. Please try again.
Short and sweet. 4/5 based on fun factor and lack of annoyances. I wish the support and zombies were more fleshed out. The game is a too fast paced (and easy) to require strategic placement of Zom and Sup; I only ever used them the satisfy objectives. Consider restricting the amount of upgrades you can have at any one time, so that you have to tailor your strengths and weaknesses rather than just grind to max it all. Also, show base/current stats on upgrade screen so we can gauge the effectiveness. A "bestiary" in conjunction showing health/speed etc.
Auto-pickup loot (this is 2013???). Make cannon balls more powerful, but more necessary, with thought and planning needed as to their use each stage. The original ball barely moves a pixel of health, and the effects of the others outside the repair ball and freeze ball are dubious at best.
Am I missing a page turn on the shop keeper? I'm not even finished with the game and I'm up to grip index numbers in the 40s. With the limited vendor stock, the chances of me finding a part I need when I need it are virtually nil. Despite attempting to craft one epic weapon per round, the shop keeper has only ever had the single (or two) parts I need twice. I find myself just buying random parts every round, but still I mostly only craft epics right after I get the recipe (when you seem to be guaranteed to have the parts). This takes a great deal of the strategy out of the game, replacing it with luck. I wish there were more decisions such as "Ice enemies up front, so make brittle but hard hitting ice maces, and make durable nature bows to last until the nature boss at the end."