"Developer response from Ramos_emanuel
Bullets dont go trough your soldiers, you want a soldier to fire in ennemi and hit another soldier?"
Have an option to drop to a firing position- down on one knee- making them immobile, upping accuracy, and allowing friendly fire to pass overhead. Thus you can have two lines of fire at once- Much like they actually do.
Buildings need to give gold regen, not drop coins. It's too much to have to watch over 3+ buildings constantly and also the battlefield to scoop up town gold and kill gold.
(cont'd) Deagle should also either be much higher damage at its slower ROF (to represent the recoil and massive damage from the caliber) or removed entirely (as it's not a military weapon. Most trained gunmen will shirk the weapon for having too much recoil, when what you want from a gun is precision on multiple shots). If you want a big nasty pistol that throws around big rounds, use any that use the .454 Casull round. Otherwise, pistols should be relegated to very accurate, fast speed, but generally weak guns (still, varying what each gun takes instead of just the weakass 9mm that you see most often would allow heavier damage ratios on higher end guns- as would hollow round/tungsten carbide/HEAT/HEIAP/incendiary rounds, to not just boost damage but allow for much more replay via customization. Heavier rounds actually KBing the zombies back via some simple physics calculations would make heavy pistols wanted because they fit the heavy ammo/high knockback zone but have lots of ammo.
pisspoor AI really hurts the game, as does the "turn and run" setup. No officer or swat member or whatever- No trained enforcer would EVER turn his back to a threat. Back up slowly and shoot it down as it comes- that's what they're trained for. Not only that, but they'll move without attacking- wtf? And lastly, boosting int for accuracy so you can really hit worth anything unlocks the crappiest weapons. Shotguns and ARs are so much better than pistols because the level 10 int pistol is the same as the level 7 int pistol, pathetically weak. The level 6 str shotgun does as much damage but does it in a cone, hitting multiple enemies, at a rapid ROF. Thanks to the minigun agi is basically relegated to crap tier status, unless you focus on using ARs. The int line should also have snipers or at least rifles- piercing shot longer range slow fires- and pistols should either hit for more quicker, or they need to be much faster ROF-(cont'd)
We will work more on AI for next version but for this one we wont because at begining was exactly how you just sayd but people did not liked it adn wanted like its now, i cannot make ewrybody happy with it, i am truly sorry
Choose to train in something else at the start of the game ignoring the tutorial because it's annoying? be prepared to sit there for 6+ minutes waiting until you can train again because it switches to the rush button otherwise, preventing you from doing anything at all. That is bad programming, and not something you want happening with the early game experience (did this to see if the Devs had planned for this... obviously not). Also, where your ally's speech box pops up is exactly enough to cover the ok button to close out of menus. Really bad location planning there (Again, purposefully testing). Should seriously look into fixing such obvious bugs in the tutorial sections before releasing a game, especially one you want people to spend money on.
Clearcut objetives: Collect points, upgrade levels/skills (I want to add extra skills, just don't know which for now) and unlock more levels (newer versions, 0.60 has 13/100 "normal" levels ready for now), and main point, have fun :) ----------- As for the polish part: That I know and most of the design is not final :) The gray layout for loader/main/highscore will be changed, and I think I'll update most of the graphics too. This is my first action-script (flash-programming) project, and it's far from done (in my mind, got an A+ for the project xD)
Controls are unresponsive to digging, often forcing you to come around at a block from a different side to dig it, even if it's just plain dirt. Really badly done.
To beat level 5, you need high speed AND acceleration, and then just boost through the entire level. Get rid of any jump height or doublejump points for speed and accel. Arguably, accel is more important, as it gets you to your max speed, which speed just increases (along with a slight min. speed boost). As for what button to speed up with- It tells you in the accel description that you need to run for 3 seconds for it to start. So really, reading comprehension fail.
To the idiots on Firefox throwing the plane backwards- just shut down the plugin-container process in the task manager and then refresh the page. problem solved.
Will cause glitchs and bugs and we dont want that