1.?: Spam turrets, build resources, spam ships, go Wolverines
2.?: Spam turrets, build resources, spam ships, go Wolverines
3.?: Spam turrets, take their Wolverines.
I think I see a pattern :)
Try again with the usability. The hit box for the gyrocopter is off, forward and above where expected. The layers should always have enemy shots on top, followed by enemies, then goodies.
The cat turret is useless :(
OTOH, fun and entertaining, as usual from Nerdook. OCREmix is perfect for this game.
I think the hierarchy's Samurai & Swordman groups until about 1.2k, then, once a cluster of your troups are knotting in the center, toss a Novice group in followed by Ninja, another pair of Samurai & Swordman groups, then Cavalry to sweep past and take down the Crystal. Move the cursor in the middle of a deploy to get more than one type of troup in a turn. Diversifying from the whole top row is often great.
I want to move a worker by clicking on their desk, not try to hunt down the right one.
Lots of fun, definitely reminds me of SimTower with a nice twist.
that tutorial weapon, 4d10, is something I've held on to the whole game. Was it supposed to stick around? Was I supposed to be able to walk right through all the adventures?
if not, it may have to do with navigating away from the game during that very first battle with a powerful demon.
I underestimated the value of tools, overestimated the value of turrets, and figured about right on the sniper rifle. Made it through the campaign anyways, and will not be playing this again. 15-18 waves would've been long enough. Well executed.
Fine game. Kinda reminds me, and no idea why, of the crane operator in Virtua Cop off the Sega Saturn. Could be a fun extension: Per-level optional goals ("Random guy with gun going after your workers. Drop a box on him.", etc).
And you can lose >.>
Drop a box into an recoverable location due to the camera and you lost.
I have 17 waves left and I don't see how I'm going to survive. Granted, this was my first pass at the game, but the germs have 85k health right now and they long ago outstripped my ability to destroy them before the next wave shows up. Antibodies seem like great Blockers to begin with since I'm using momentum (aka: many maxed small phagocytes) to slow everything down, but they later become lube once they're up to speed. The trappers aren't doing enough to mitigate downward momentum, either; often enough, they're even acting like slingshots back down. Maybe the idea of increasing germ health by a set percent each time isn't the best?