While I did enjoy the game, I felt there were too many 'tutorial levels' and too few difficult ones, and for lvl 49 I felt an incredible spike in difficulty. Neat game though!
Yinan there is a reason why games like thees prompt you to save your progress and store it manually.. If you failed to do that, then the fault is your own
You could add another feature on the WC called something like WC Predicter or Psychic WC (Im not good at names), that calculates wether you are able to kill the boss or not using your current DPS and BoosTimer. And if you are not able to, you are immediately sent back to the previous wave? That way, you dont lose valuable resources trying to automaticly kill the boss while afk'ing
A suggestion for the game: A way to perhaps migrate the humans from a captured city. Set them packing for about 3-4 hours, then move at a speed relative to the zombies (They are packing quite a few items) and a settlement time of 3-4 hours aswell. While they are migrating, they will not produce any gold and cannot be turned into soldiers. Perhaps also humans who migrate to an orc camp will be able to train to become an "orc" warrior, costing the same but having weaker fighting capabilities
haha, great idea. we did have a refugee kind of unit you could play on a town to convert a lot of the civilians, and their power was to resettle in a new city! We might bring it back one day.
Because of this game, I know that if I ever were to invade Japan, I should start with Amori. This regions ability to summon skeletons, and join them in their army, aswell as taking the first turn in the great round-robin called war.
I would have liked if the raids were more like maybe 3-10 bosses going progressively harde, with a few adds in between that might too get harder. The reason for that is, having more than one boss that is harder than the one before, does that weaker players farm weak bosses and then die, getting some drops from those. Stronger players reach farther, getting better drops, while the adds in between give exp to level up the players. By having that you can avoid previous raid being too easy and next being too hard. Allowing players to play the next raid before clearing the previous would also be nice, since you as a player can try clearing a boss or two on harder raid while clearing maybe 6 on the easier
The Forcefull Fission upgrade, i believe, would be much more sought out, if you were able to control how much heat you want in your system at a given moment, like saying "Until my heat level reaches 99% capacity, coolers will keep it stable" instead of this constant max power
While i like the different maps, i really think there should be atleast some kind of lake on the not sea maps. I own 3 boats now to help me take water tiles, while i barely use any other towers on these maps, whereas on the regular maps i cant use boats while i would like to
I happen to just sit around clicking between training and skills untill i can see the next level.. Would be sort of nice if you got something like a little ! mark when a new level is available to train
Why change something that is already perfect? You should focus more on different game mechanics and active minigames than graphical updates and confusing designs
I have saved countless of planets during this, CW:US, Evermore, CW 2:Academy, CW 3: Abraxis and the full game of both CW 1, 2 and 3, yet this instructor insists on calling me a failed joker kid?! Wait till my parents hear about this!
When i bought the house, i thought i would get like 2 work per minute.. not 5:38 minutes untill full.. So now when i wake up i have less hours to work for because it fills up too fast.. what a waste
haha, great idea. we did have a refugee kind of unit you could play on a town to convert a lot of the civilians, and their power was to resettle in a new city! We might bring it back one day.