I'm not sure of my longterm goals right now: I've beaten the pirates, but everyone else seems to be nuetral and a potential trading partner. Aside from idling for research points and playing the trade market, what should my next step be? Or am I just missing a diplomacy system in some non-obvious window?
Please, I need the ability to turn off individual buildings. I cannot stand having to shut down an entire stack of buildings because I built one too many, its infuriating.
This game has control issues, in the sense that its not clear who I have selected, and I find myself leaving my units idle because I thought I had sent them somewhere but it was actually a different unit. Not getting a good score unless you think more on this.
While the random level-up skills are kinda cool in a lottery kinda way, if you get a bad run you can end up over-specialised. I think every level should also give some small bonuses, like +10hp and +1 max food and mana. Either that, or you should build the game so you don't need to grind so much.
Why does upgrading my combo meter make it *harder* to get fever mode? For such an advertised feature, it seems impractical to demand 250-point combos just to activate.
This game would be a lot better if it didn't rely on precision movement as well as puzzle solving. Too many times I would pull off a whole string of puzzle solutions only to be killed by a monster because the controls made me overshoot or get stuck on a corner. Timing-based movements and thoughtful puzzles do not mix.
I like this game, except for the boss fights. Because you don't get diamonds for your efforts, it can feel like you have no nope to win except with luck because theres so much bullet and monster spam, and you can't quit a level to go elsewhere to grind. So you get stuck in a loop.
The best part of this game is doing some awesome platforming to get diamonds to do more awesome platforming. The boss fights should be more of that, not a bullet hell.
Good game, but I found it a little limited. The shop wasn't as useful as it could have been, it was sometimes difficult to know how useful something was until you used a special screen, and there were stats I wanted to upgrade that I couldn't, like Max Happiness and MP. Its a good start, but I'd like to see a more developed version.
There are some genres that go well together, Cliche Dating Visual Novels and Fast-paced Shooters are not one of these pairs. It might be a very nicely done VN but the endless dialogue scenes really kill any sense of pacing for what I thought was meant to be about shooting spaceships. I'm not exactly engaged in any of these characters because I've seen them a hundred times, and they're delaying the action.
When I see the term 'RPG shooter', I'm thinking a stat-oriented blastathon. Visual Novels are not RPGs, get your terms right.
I don't think the game is very clear on what it wants to be. I thought it was like an RPG at first, with the options to upgrade your army, but what it really is is a rock-paper-scissors strategy game. That sorta makes the upgrade system pointless, you can't choose to focus on one uber unit, you have to choose what the enemy is weak to. I think this concept needs rethought.
Theres no ability to run from a battle, so if the Goblin Ninja attacks you when you're not ready you're screwed, and you lose an entire days progress. This is a massive balance issue and means you have to grind forever to beat certain bosses. Its not good design and it means I'm going to stop playing. Think about these kinds of things, designers.
A very good potential game, but it really needs to be rebalanced and debugged before it can be called a classic. Still, it kept me addicted till I beat it.
This game is bugged to hell. My items keep dissappearing, I fail to teleport if I misclick, and some of my units are stuck frozen in place when they spawn. This would be an awesome game if it just werent as broken.
At the moment the diplomacy system is available on future runs, so you should just conquer everything