How does this garbage continue to get badges? Tutorial so broken you can't even mute the tab globally in Firefox. So glad I quit paying for K+ and watching ads.
Mechanics end up being the opposite of fun. Want to upgrade? Need more soldiers. Upgrading wasted a day, area under attack. Area with 5 threat surrounded by areas with 0 threat? Multiple super mutant overlords attack, good luck defending. Workers get cornered and die on the way past the infinitely respawning enemies? Tough. Just exited a mission by standing on the wrong unremarkable yellow square, directly next to the storehouse yellow square I was supposed to discover. Developers pls. Still, I have played worse games for a hard badge. :/
Couple of things I noticed so far.
If you pause, mouse over the (i), then unpause with p the halo remains.
Tool tips during forge / evolution cover the predictions, which is just a nitpick. Enjoying so far!
I keep coming back to see if the massive lag, horrible unplayable controls, and mysterious stamina plague have been fixed. Nope. I worked less hard for some impossible badges.
Search survivors are garbage. 80% chance to survive, 30% chance to go undetected, find 10 morale worth of trash then die making everyone even more sad. What's the use of all the cool head shots if I finish the day and everyone's dead?
Very enjoyable, well put together. One of the few games I didn't feel compelled to use the mute button. Didn't really have any problems, although maybe you could make the ring fragments a bit more noticeable? I was paranoid I was missing them.
Ok, finished chapter 5. Hardly any trouble stacking speed and damage and stun, but had a blast along the way. I'd love to see improvements to the later lockpick games to make them faster and more strategic, less random based on movements of the obstacles. Double V's are looming and no sense of the 'so-and-so's skill' achievements. Still, amazing game. ,3 Ya.
In the barrens, you can move south and zone in on the next screen inside terrain, which doesn't block movement but looks jerky.
Also, I'd like to see if not the ability to go into each new class level before picking it, at least a summary of the stats in each one (maybe to the left of the skills available). It might help the 'picked the wrong class' buyer's remorse issues. Maybe you can do something more with the triangles in the upper-right of the skill screen? It seems like it's missing something but I know I'm only at the beginning.
I've got D as Slayer/Guardian, Lina Thief/Slayer, Mari Elementalist/Healer, and Kaz as Thief/Slayer/Trickster, and I'm steamrolling nearly all the content so far hard abusing bash and cleave. Maybe look at balancing cleave down to a % of attack damage and adding more boss bash/blind/silence immunity?
Will check in again when I'm further, loving it so far. Thanks for bringing it back!
Developers, please. Your music is wonderful. But if I mute it, please remember next time. You can remember my talent points and score on a kajillion levels but not 'hush'?
Balance issues really hurt this game. I want to like it, but the massive difference in strength between enemies within the same area is just silly. Magic portal boss with double the health of the tutorial area's final boss, every time, really?
Can I coin Minivania for this game? Like a Metroidvania but amazingly short. The end screen flashed briefly what looked like a 95% completion ratio but there wasn't anything else to encourage a plus game play through. Maybe an ending stats screen with % found, deaths, etc. would encourage the plus game? Also, I would suggest revisiting the map functionality and only filling in what's in screen, to encourage some exploration. Otherwise, very well done.
What's the point of putting all your towers abilities on cool down when you load a game? It rather makes the save feature useless for the later rounds.
Before the new update, my best 20 truck run was 2.9 M. After, my best was 7.1 M. Did you add a zero to some point values or something? :D Also, blade boomerang is pretty much overpowered for when you get it, maybe limit the number of hits it can do before breaking?
Just a quick note, if you mouse-down over the sliders for wheel size, etc. and then move the held-down mouse off the button, you can move the slider but the changes will not register until you mouse over the slider again.
LivingEndGame, thank you for submitting a bug. Added to the bugfixing list :)