Neat game. I'd like to see it expanded on with additional weapons, zombies, and maybe add a survival mode where you can just keep playing and collecting upgrades. FYI - I like the auto-aim.
Interesting concept, but very quickly this game becomes all about managing auto-routes. It would be great if you could select resources for each planet as add/remove and add min/max limits, then, once you create the autoroutes, let the resources manage themselves. I mean, none of this is very complicated from a human point of view, so it's really just automating a tedious process.
This game is just worst than the previous iteration. Clearly it's been made worst (grindfest) intentionally to force us to watch the ads. I understand you got to make money, but I don't have to play this game... I've already moved on.
Really need a way to get rid of unwanted dragons - Ideally in exchange for something. Also need a way to automatically start the next invasion without having to wait. Finally, what's the point of the buffer dragons? It's never explained and as far as I can tell, they do nothing.
I think this game is a pretty interesting take on the idle game concept. I actually like that it feels a bit like a puzzle game since you can't cross roads, cables, or pipes. I don't know if this was purely intentional, but it does add a major mechanic to the game. In fact, I think that I would like to see all the storage, accumulator, and reservoir buildings get nerfed by removing the resource "teleportation" ability. To compensate, I would make the roads, cables, and pipes much cheaper. Not only would this emphasis the puzzle aspects of the game, it would allow more room to add upgraded buildings that do allow for unconnected transportation of resources (for example, a shipping port that must be built in water and connects resources to any other shipping port on the same body of water).
To elaborate on a previous post, I hate constantly moving crew around. You should be able to set priorities/percentages so that it's mostly automated. Let's say you have 100 crew and set the percentage to 50% research, 25% mining, and 25% healing. The simple distribution would give 50, 25, and 25 crew members to the three tasks respectively. Then if you go on a mission that requires 50 crew, it would automatically redistribute to 25, 13, and 12 crew members for those tasks. Even better would be if it was smart enough to remove crew from medical if there's no injured crew and distribute them evenly (based on %) to the other two tasks.
I think that would be a great additional, but the bad part is that it would really highlight how little there is for the player to do since 95% of the time spent playing the game is merely moving crew from one task to another.
Seemed like a fun little game at first, but then I realized there aren't any real choices. Completely linear upgrade path, extremely repetitive gameplay, and a less than ideal user interface.
It would be greatly improved if the upgrades had more variety and different gameplay mechanics such as slow mining laser with greater yield, etc.
Ok, there's no way for me to describe this game other than janky. Controls are kinda crap, the challenges are poorly balanced, and menus/in-game tool tips are terrible. Considering this went straight to hot new games, I'm surprised by just how unfinished it feels. 2/5
I don't to pile on with the negative reviews, but there's nothing good to say about this game. It's not a good upgrade or defense game and it's not even a good idle game.
If the goal is to create a sluggish, boring game to make me feel sorry for the bad guys in Mario games then I guess good job. Still, it's not what I call fun. 2/5
This in not an idle game because it requires too much interaction(i.e manual gold gathering). Unfortunately, the interaction is shallow and boring so it's not a very good active game either. In order to improve the game, it really needs to focus on making the interaction faster and more meaningful. It does have a very good art style, but in the end, this feels like the prototype testing of an iOS game where you're going to have to pay cash money to get gems. 2/5
Each levels seems to start the same way - way too slow. And then each level ends the same - way too fast. Once you start getting a bunch of troops the battlefield becomes unmanageable. The game would be helped tremendously with a pause menu (where you can still place troops and use powers) as well as a speed up button. Additionally, I like if when you do the pause feature, it lets you see the grid without troops getting in the way.
This game has a lot of potential, but it's lacking in a number of ways. First, the level of precision control just isn't there. I want the ability to select multiple planets and set system wide defaults (such as the auto harvest or suppress %). Second, the information provide is weak. I want more details in the mini-map such as planet color-coding. Third, I need some way to setup up proactive defense around the HQ and planets. Finally, the atrophy is just too high from negative events (which greatly out number the positive events). It seems like the system falls part faster than I can complete the objectives specifically on the hard setting.
I really like the concept, but currently the game is a 3/5.
This game would be a perfect 5/5 if the inventory management was more streamline. I spend half of each just running back and forth between chests or swapping things around in my backpacks. A few things that would be HUGE improvements: 1) Larger backpacks that hold double/triple the amount; 2) Items in backpacks/chests in crafting area automatic get shown in crafting lists so you don't have to manually move them around; 3) Inventory slots for items that you never swap out (swords, armor, backpack, canteen, etc)
This game is absolutely terrible. I honestly can't remember a worse game on Kongregate. Side note - It seems like Kong has really dived the last couple of years. All the games are garbage paid games or junk like this.
I wanted to like this game, but I just don't feel like my actions make any difference to the outcome. Basically, the game comes down to how you allocate upgrades for the upcoming battle because you have almost no control. Targeting enemies is a hassle and typically doesn't work anyway because it seems like my troops never go where I want them to. It definitely lacks the precision I want in a RTS-lite game.
I've added bigger backpacks and using items in them while crafting :)