Some of the equipment doesn't seem to play nice together, ex. the thumper and speed increasing hats (pot or bandana for example) listing only the negatives and not counteracting each other. Noticed its possible to drop certain stats below zero as well. Otherwise its decent for the type of game it is.
Only problem I had with this game is the level design, its a 3x3 square that doesn't change at all, which is boring after awhile. I won't bash the controls as this can easily be ported to mobile devices.
Maybe I just got lucky (picked hacking as first upgrade, got a jackpot on 2nd ATM) but this game felt alot easier than the first one. However, since there's so many more upgrades and new enemies and objectives, I can't complain at all since there's more to do. Fun game. Sensor + Stability + Sniper rifle = I win.
Game mechanics are meh, but I like the style. Simple concept for a mobile app or something similar, improve the design a bit and you have a winner. Good luck.
The whole 'no oxygen' thing threw me; how exactly is there animals, or working guns for that matter with no oxygen? The story was a little too implausible to accept, and the overall look and feel of the game seemed a little dull (took me a second to realize there was a bug attacking for example.) Keep trying though, the basic gameplay is there it just needs polish.
So exactly what is the point of showing stats on slaves? You're resetting them down to base stats anyway so there's no reason for me to spend money on more expensive characters. Can't fool me that easily, I know a time sink when I see one.
Judging from the final "you won" screen, I am of the opinion these ninjas are brainwashed killing machines led by a psychic crazy girl bent on destroying everything. I have a feeling they haven't blinked in a long, long time.
This isn't a card game, its a level grinding simulator. There's some balance issues too imo, abilities like Illusion and Flood are just far too effective. Immunity to attacks for 3 turns? Try 6. An attack that stuns and reduces hp by a percentage for several turns? No thanks.
The scaling is ridiculous, particularly the range and number of enemies. Most damage comes from stray potshots as the enemy spawns or flies by toward the actual target, simply because they fire halfway across the map. Only time I ever got past level 8 was when the 15% repair chance proc'ed. The pause to deploy a ship was jarring and disruptive as well, especially when first starting the game.
Log barricade? Might as well be papier-mâché. Not to mention bullets and enemies go through the turret base like it wasn't there (but you can't, regardless of a turret actually being there or not.) Anything is possible with the magical steampunk juice known as Aether!
Fired off a bomb at the ending thinking i had to escape, ended up blowing myself up somehow and resetting the dialogue. :p Good game, although short. Would like to see a "K.O.L.M. trilogy" or whatever number games you make, put them all together in one game for the complete experience.
I see this game having some serious balance issues. Having to pause at start of level to place a certain order of buildings or else lose? That isn't strategy, that's a puzzle game. And not a fun one either. Take previous comments' suggestions into consideration to make this much better.
I'd be embarrassed to be in the military on either side of this war. Spinning death-blades scared of a corner (the bottom one, enjoy.) Giant chicken-walkers who attack you by falling over. The defenders who can't use their super drone until everywhere else has been conquered. How about the invaders leaving the worst threat for last? And how do you reload a laser anyway!? At least there was explosions. :p
Clearly influenced by Dragon Age. The art and stats system in particular was very reminiscent of that IP. Some of the same flaws of said system carried over as well. Still enjoyed it despite this, and of course the one man team thing makes me want to cut you some slack. The idea of community support helping to develop the game further is a good one, I hope you see further success with subsequent titles. Good luck. :)
Voiceover was clever, but the controls were bloody frustrating. Repetitive motion strain on my poor thumb, even after using JoytoKey (which makes it much easier btw.)
You may want to consider a colorblind mode for those who have difficulties with color, or at least a way to change the colors so they appear more distinct (the patterns were a good idea.) The game itself plays fairly well. Perhaps consider power-ups in the future, for example a drill that clears a small section all the way to the core, or some sort of bomb that only affects junk blocks.
Yea I've actually tried to make it work for color blind people but failed horribly i suppose. What would make the colors appear more distinct do you think? I've been using a filter to "see it color blind" and no matter what I do I can't get 7 distinct colors.
Yea I've actually tried to make it work for color blind people but failed horribly i suppose. What would make the colors appear more distinct do you think? I've been using a filter to "see it color blind" and no matter what I do I can't get 7 distinct colors.