Clever idea, but poor execution. Everything relies on pixel-perfect timing, made worse by how all of your forms die in a single hit, which makes the whole thing more frustrating than fun.
So I made heavy use of the Chrysantema population transfer perk. Well, when I made a colony after taking over the known world, I came in with 2300 people. Well, now the game is displaying the word "Infinite" for how much food it will cost to raise my pop.
I'm gonna have to say: Lan, you're awesome. Not only did you make a good game, you actually listen to points on which it can be improved, and act on them. I, as a player, really appreciate a developer who takes an active stance like that.
Yes, sorry about that, this is one of the 1st games I made, and it was not built in a way to easily save games. I will be remaking this as a full multiplayer in the future and I will add that functionality into it.
The big, big, BIG problem with this game is that the heroes who can hit fliers take to long to come in elements other than energy and physical. Fire? Ice? Poison? Good luck getting those.
My problem isn't the currency; it's the balancing, or lack thereof. The flaming zombies are to fast to hit as hard as they do, to durable to be as fast as they are, and to hard to hit to be as durable as they are. The teleporting zombies are just plain bull. While they do stand around for a fair while, they have a habit of teleporting right into where you are trying to run so that they stop you for just long enough for the flaming zombies to kill you. Devils, ironically enough, are to easiest enemies, because as long as you keep moving, they can't hit you. The biggest problem, however, is that none of your weapons have enough ammo for the shear numbers of enemies you fight, adding a layer of artificial difficulty that is quite unnecessary. Oh, and there's the bad frame rate on older computers, but that's a given on any game without a low quality option. Which begs the question of why you don't have a low quality option.
I think my favorite AI epic fail was as follows: So AI gets a nuke from a pickup. I'm unenthused about what is about to happen, and find myself moreso after he uses magic AI powers to bounce the nuke of three shields and wrap it around a planet for a X4 multiplier. Then he hits his target. Three of his teammates on the far side of a planet from me get blasted by his nuke. They don't go flying, they become one with (what remains of) the planet, and their still surviving traitorous brother sits their looking smug while I aim a meteor shower at him.
It imroves on the first significantly... at least on normal. Haven't played higher, but on normal at least there seems to be less mandator grinding. That was part of my problem with the first game.
I personaly found this game to be horribly balenced. I'm probably going to get flamed to hell and back for saying this, but even with upgrades, the AI still always had far better stats then my virus. On the first few levels no less.
To much grinding. And for what? Better skills? Noooooo, you can only use two! It really would help if there were less skills per charachter (I said, per CHARACHTER, as in, different skills for each one, to make them all more special) equipment for each charachter (more customization, please) stats (like STR for mellee charachters, INT and DEX for more range based on the magic and bow sides respectively, and CON for more health or less damage taken) and the lower number of skills to be more effective. And as impolitelad said, one or two passive abilities per charachter (like say, Fire of the Demon, increases damage and fire resistance) would go a long way. As in, take this from average TD with a somewhat original thing going on, to an awesome TD with an original thing goin on. Just my two cents. And wall of text I suppose.
Yes, sorry about that, this is one of the 1st games I made, and it was not built in a way to easily save games. I will be remaking this as a full multiplayer in the future and I will add that functionality into it.