Pretty awesome game ya got here. Few improvements I'd like to see: Music; correction of the statement that the game doesn't depend on time, because your score does; different modes, including one that does depend on time; perhaps different block skins to choose from; something that lets you know more accurately how long you have until the level ends (and warns you with non-annoying sound when you're close to the next level). I love the gameplay, the sound effects, and the difficulty. The text was funny, but rather unprofessional. If you could keep the humor while making it a bit more clean and mature, that would be awesome. Other than that, just keep up the great work!
Finally, some feedback! Thank you sir, much appreciated.
Music and more game modes are in the works. One that's basically a zen-mode where your goal is to clear out the whole orb (as fast as you can, but with no time-limit) and one that is a more stressful, time-limited mode.
I should indeed change the text so it mentions the score multiplier. Good point.
Block skins will be added later on, for sure.
A level 'ding' could be added for sure, I actually think I had one at some stage.
To be honest, I haven't really put that much thought into the tutorial texts hehe. I'll edit them and clean them up eventually. There's way too much nonsense at the moment. ;)
Again, thank you so much for posting your thoughts. I was having major doubts about the 'Containment' game mode up until this very moment. :)
edit: I've changed the tutorial so it mentions how time affects your score now. =)
Fish should never be selling for $0. There's just no point. Moreover, if they are selling for no money, you shouldn't be able to sell that fish. This is not a fish charity, it's a Market.
On stage five, I think it was, the timer ran out, and there was still one unit off the left of the screen. I put all my points into my units, so I didn't have any damaging spells, and my units wouldn't attack the enemy. I even used my force spell to push my units off-screen, and then they were attacked by the enemy (as I could tell by the sounds), but they just walked back to the screen. I was forced to quit to the menu.
Glitches: Pausing the game does not stop weapon boxes from disappearing; bullets, especially from the minigun, start beyond the point at which zombies stop to attack you, so you can't shoot them.
... Why does my Meditate spell suddenly cost 2 instead of 1, when there's nothing on the field changing cost, and no other spells have altered cost? I have a screenshot...
So, I've been beating the campaign with different characters, most of them on Very Hard mode, and sometimes it doesn't give me the achievement for beating the campaign with the class I used, and it has never given me an achievement for beating a campaign on Very Hard, even though I know I've done it on at least three characters. What gives?
I'm all for the Shaman having disadvantages to balance out his advantages, but the percentile mana costs are nothing short of frustrating. I would like to see some re-balancing done in this respect...
Two brief complaints: 1) Shaman's Healing Wave spell says it heals 50 over the following 5 rounds, which should be 10 health per round, but it actually only heals 5 health per round for 5 rounds, totally 25. 2) Why even bother with slow-ish regeneration over health/mana? Considering there's absolutely nothing action-y about this game, it really should either not regenerate or regenerate almost instantly. Making us wait that extra five-to-ten seconds is completely pointless.
Armor and defense are two separate things. It was probably not the best choice, as they both reduce damage, but one is an artifact of your hero's power and one is an artifact of your equipped items (and the stat display only shows your hero's power).
Got a bit of a glitch here. Had two chestpieces, one mythril and one adamantite. The adamantite chestpiece gave 39 base defense and a bonus of +41 defense (for a total of 80). The mythril gave 66 base defense with bonuses of +12 defense (for a total of 78) and +something to agility. The agility added just fine, but when I switched from the adamantite to the mythril, my defense should've gone down by 2, right? It went down by about 30. Switched back and forth to make sure, and I couldn't find any other reasons.
I'm not sure if I just missed it, but I don't think it ever mentioned that you don't actually have to match all the black cards to complete a level. If I missed it somewhere, I apologize. If not, that's kinda important information there...
The Fireball spell seems to be glitched. It claims to deal 4 damage for every 5 Fire Mana stored, but I just cast it with 30 Fire Mana, and it dealt 46 damage instead of 24. I had no other buffs of which I am aware, and even if I did, I doubt it would add 90% damage... Though, honestly, for the cost, that damage seemed reasonable.
Finally, some feedback! Thank you sir, much appreciated. Music and more game modes are in the works. One that's basically a zen-mode where your goal is to clear out the whole orb (as fast as you can, but with no time-limit) and one that is a more stressful, time-limited mode. I should indeed change the text so it mentions the score multiplier. Good point. Block skins will be added later on, for sure. A level 'ding' could be added for sure, I actually think I had one at some stage. To be honest, I haven't really put that much thought into the tutorial texts hehe. I'll edit them and clean them up eventually. There's way too much nonsense at the moment. ;) Again, thank you so much for posting your thoughts. I was having major doubts about the 'Containment' game mode up until this very moment. :) edit: I've changed the tutorial so it mentions how time affects your score now. =)