Right click in flash is a bad idea. In chrome, here, the right-click control locks everything, constantly selling anything under your mouse, making it impossible to build - it is literally game-braking.
A CTRL-click option or hotkey would be appreciated.
This game grinds to a halt at one point. There is absolutely no efficient way to generate more than 100K per cycle out of a 6x6 block. (Plus the offset gold-selling block.) The blocks required for this get tremendously expensive, but cheaper blocks are still less cost-efficient than just letting that setup run. At that point, progress isn't exponential any more, but linear, while increasing costs are still exponential.
What you need is another reset that zeroes all your progress, but also allows unlocks upgrades to a cell's maximum output. This kicks the player back to the fun part of the game, (Progress and rewards,) while granting them exponential growth despite the setback.
I want to play this game on mobile, because I can't game at work. But I swear, the constant ads popping up are infuriating. It's an idle game that you're supposed to be able to build a beat with, but you can't let it idle and enjoy the beat.
I would rather play a pay]-to-win game than an idle game that can't idle. Please, I want to enjoy this game, but I swear those ads must be every five minutes.
I have no problem with a small cash outlay to disable ads - if I like a game that much, I do want to support the dev.
It would be nice to see some minimal physics simulation. If individual modules could be hit and destroyed, it would add a huge amount of depth to the game. You would have to strategize to protect your core, armor would have to be protected, your guns would have to be exposed to fire to be able to hit the enemy. This would also bring in opportunities for weapon depth. Instead of 'fires at short range' and 'fires at long range' weapon effectiveness at range could be determined by its behavior, as well as being able to bring in numerous other effects - damage over time, slow homing missiles that delivered delayed damage, burst damage, etc etc etc.
Wait . . . if I can increase resource awards by 1% per patrol token . . . or increase resource discounts by a fraction of one percent for an exponentially increasing cost . . . why is the discount worth investing in? Does 'award' mean only drops, or something?
Honestly . . . I get that gambling in getting perks can be good, but taking control of progress away from the player needs to be done VERY carefully, and only with very good reason.
I enjoyed Death Squad more, because you were more in control of how you progressed, and you didn't have to progress in one way (%Damage from opened crates) just to have a chance at progressing another way. (Like automation options through upgrades.) I'd rather tinker with getting my grinding engine tuned, first. Especially when progressing to later waves damages the utility of some upgrades. (Like the one that auto-restarts the game when you get to your furthest wave +10)
I would love for the connections to be maintained even when a cell dried up. I would also like to be able to split a cell's output into two directions.
I've been looking for more games in the vein of Neo Circuit, that stress the macro instead of the micro.
As far as I can tell, the best stat start is gutting every stat in favor of constitution - it's the only stat that can't be auto-trained in the gym, and even when it's buffed to 45, everything else dropped to 4-6, it's always the lowest. Maxing it's starting level also maxes it's growth per level.
I had to quit four times because I made mistakes that could not be rectified. Not paying the price for being stupid, having to place and sell a turret and lose a portion of investment - simply learning what doesn't work in the game is a kick in the balls because it cannot be undone. We need: Move and/or sell. Lift the restriction on weapon numbers, or at least tell us how many we have/what the max number is in the menu. Give us some way to upgrade weapons strategically. Have some towers/bunnies with interesting behaviors. (Homing missiles, chaining attacks, permit the arrows to 'pin' bunnies on the ground, etc.)
Somehow, I managed to place TWO arrows from a single star, and the star automatically alternated between sending ships on either paths. I tried to find a way to do this intentionally, but . . . no luck.
Okay, nix my last comment - I found paladins. The unit weaknesses/strengths though, imply that paladins should be encountered just before madmen. Maybe this is to get the player to shake up their order, and consider placing weaker units further back? It seems more like a mistake though because paladins are too tough for the likes of underworlds, and yet underworlds are strong against them.
In the last level I do much better with a very small fuel tank. It's a little luck-dependent, but it also interrupts new mobs from arriving when you run out. Once the new mobs stop, you can destroy what's on the screen, before the next fuel tank is collected. The caveat - you need lots of collectors, so your capacity doesn't run out on those silly gears before the level's up.
FYI - midnight is not 0100 in military time. Midnight is oh-dark-hundred.
0100 is one o'clock AM.
In reply to Sradac's complaint - soldiers retaliating while involved in a task (fixing, reloading, healing) is fine, as long as they go back to that task.
Retaliating while MOVING is a problem, because that makes retreat an impossibility.
Very good developer response here. Five stars.
Would like to see a few more constructibles. Gates weaker than blockades that can pass soldiers but are attacked by zombies, traps, maybe some sort of method for directing zombies to choke points. (Zombie repellent, blocking a square (unless you block all paths) for a number of waves?)
Gates? Yes its a very good ideea, we tryd to implement them a few days ago but we had some problems with the code :( but rest asure we will put gates in the sequal, also if you have any sugestions for the sequel please fell free to pm them to me . Thank you for feedback
Ah, one more annoyance - when someone is working at a task (Looting, reloading) and you order them to fix the car, they return to their position, but not their task, when they're done.
I LOVE the concept here, but the execution has some issues which could qualify as bugs.
Soldiers whose pathfinding is interrupted by a moving soldier will sometimes not continue.
More minor issues: there is no keyboard shortcut for pause, the most critical button in a crisis.
There is no mouse-control for the scrolling. The game is ALMOST totally mouse-playable, for those who play that way.
Soldiers who are give move orders and attacked, will stop to return fire. (Making retreat from ranged opponents, and even most melee opponents impossible.)
Thank you for the feedback, soldiers wont retaliet while moving anymore, we updated game a few moments ago.