Similar to real diseases, speed and reproduction are what matter here. If you take all the bases before they can and bombard them with hundreds of units very quickly, in doesn't really matter what their defense is. Once I got to the Photophilic stage, I was winning each battle in less than 30 seconds by focusing on those two, as well as strength.
Hot Tip! Extension seen from a previous game are loaded up in the next one! For your first run, do a leisurely swim until you find a good chain of extensions, then restart, and in the next game you can start with a big speed boost!
It's also really easy to cheat the stars because you can just find the solution then restart immediately. This game won't be up for badges any time soon.
Shapes badly need to lock into place. Puzzles also have no sense of scaling difficulty. Some are piss easy while others are difficult or literally impossible; they can all be solved by finding where the two blue triangles must fit for the puzzle to work, and then filling in the rest. Sometimes the shapes even need to overlap for the puzzle to be solved. One thing this developer needs to learn is to make the rules and physics clear to the player at the beginning of the game.
This game is kind of awful. No directions are given whatsoever and the physic, while consistent, are unpredictable. I was bored before the first level was even over. Sorry. 2/5
Interesting. There is something strangely compelling about a game that cannot be won; especially one as simple as this. Great message. Some people need to understand that interactive experiences take different forms, and any of them can be valuable. 5/5
In the later levels, the enemy will throw all their nanos at one base at a time. Be proactive. Throw all your nanos at enemy bases you know will be low by the time your nanos arrive. Also, keep your nanos in the air as much as possible; bases have restrictions on how many nanos they can grow, but the air doesn't have those restrictions. Take advantage of that. http://puu.sh/aQyXJ/8aee0aefc6.jpg
I don't want to say it's terrible... but... yeah, it's pretty much unplayable. The car flips over incredibly easily and quite literally INSTANTLY causes the level to fail. So, it encourages doing flips, but ends the level if the roof of the car even grazes the ground for a half of a second? On bumpy terrain? If the acceleration were better and if it would end the level when the car is unable to move(as opposed to the second it flips) it would vastly improve this game.
I can see that strategy advice isn't that helpful... There is a lot of it here, and this game isn't that difficult. However, here is my two cents: Don't keep your nanos on your bases unless you have to. Watch your opponent and then react. Once your opponent has acted and you are sure your bases are safe, start grabbing the smaller ones. React; don't act. But THIS #1: Keep your nanos in the air! Having tons of nanos on a base does no good. If you have tons of them in the air, even with many of them being 1, it's very hard for your opponent to see where each is going. Not only that, but if the air is cluttered with your nanos, it halts your opponents movements, because when two opposing nanos collide, they cancel out. If you are concerned with keeping a particular base safe, use proximity by sending the nanos back and forth between bases that are close. However, continually sending them across the map in confusing ways and then back to the center is the best way to utilize this strategy.
does no one else get annoyed by the fact that you shoot, then you have to wait a long time before you can shoot again? it totally breaks the flow of the game.