Line-of-sight doesn't seem to protect my units from shooters, the way it protects AI units from mine. I'm literally getting sniped by enemies that I can't shoot back at.
More of a cash shop than an actual game. That's a shame, because the concept is really funny and an entertaining game could have been made out of it. Please tell me that there's at least a level based on "Mansquito."
Playing the June 13th updated version now, and about the only complaint I can make is that it isn't clear what it takes to accomplish some of the Goals. The Goal in Massillia, for example, to "dismbowel 10 gladiators." I'm killing them by attacking the torsos, but that doesn't seem to be enough. do I need to score the killing blow with a specific weapon type, like a trident? Make it clear what the Goals are, and I'll do them.
So, about that music the author borrowed from "Legacy of Kain: Soul Reaver." I must be blind, because I don't see any place in the game where you credit the composer, Kurt Harland, or point out that you secured the permission of Crystal Dynamics. I must be missing it, right?
I agree with Darkrunov; the opponents seem completely unbalanced, and the fact that you don't get to keep purchases made on boards where you were defeated ensures that you're overwhelmed by the time you're in the Daimyo's Province. Normally I like your games, Nerdook. There's a distinction between challenging and so difficult that playing is a waste of time, and you went over it with this one.
My roommate: "What are you listening to? That sounds lovely."
Me: "I'm playing a game called Stellar Hunter 2. The computer makes beautiful art, and you erase it while sad music plays. It's heartbreaking. I love it."
My Roommate: "..."
I enjoy a nice Tower Defense game as much as any sentient, but I'm detecting a distinct anti-robot vibe from this one. Why the robot hate? Why can't we have a nice game about destroying all humans?
I believe the robots are our future, build them well and let them lead the way.
Each fight would feel like the outcome mattered more if the build of your tank persisted from one level to the next. Arbitrarily assigning me a new tank on each stage gives the level designer more control overt the level of challenge presented, but it prevents me from feeling invested.
Loking at the castles on the first island, it's wood and explosive bricks as far as the eye can see. Is it a bug that you don't start out with the fire bottle this time around? Or are you supposed to throw logs until the game decides to grant you the means to knock them down?
Not so much a demolition game as it is a terrorism simulator. Tasteless and unfunny, but a part of me admires the decision to go with such a peppy, upbeat soundtrack.
Wouldn't mind having tighter control with the gravity wells. Especially farther out from the sun, where scale makes it impossible to keep up with a fast-moving planet to make adjustments, but a slow-moving rock makes a suicide dive back to the sun.
It's an entertaining spin on a familiar game, but I would have rated it higher if it had more than one difficulty setting or some form of experience gain between rounds.
Very nicely done for a flash RPG. Compelling enough for me to stay up late for a complete play-through. Compares favorably to the "Sonny" games. I felt like I had more customization options here, and the stats were explained more clearly.
I look forward to bringing my dual-mace Aggressive Stark One into Multiplayer when it's ready! Good work!
I'm happy I don't have to try and fit a game into 128 bytes of RAM