This is just amazing. Everything is well balanced and the challenge difficulty is HARD :D I played the first level on challenge and i said "well, that was easy" but then as i progressed to finish the rest i found myself restarting and restarting trying to think of better placements and timings :) perfect. 5/5
I don't get why people say it's difficult. In swarm galaxies you have to get weapons with fast recharge. It's obvious. In the last galaxy i only used such weapons (no missiles at all). One thing, if you let your ship die some times (i think 3) the items in the shop refresh and you can get more. I had 8 damage amplifiers in the end (+25% each ? )
controls are kinda weird, i didnt get very far cause i kept dying (cop cars can go "into" other cars?) so i can only give it a 3/5 rating for the good attempt but no more because the game feels kinda unfinished.
-1. Needs an "all" filter in backpack -2. Unlocking items with levels doesn't work in a fishing game, it's unrealistic. You should be able to buy and use whatever you can afford. -3. unlocking game content with friends doesn't work either. it's a hobby people like to do either alone or in small companies (like of 2 or 3) but even then, you're meant to do it together, rather than just having friends, just knowing they're there. -4. prices are way too high, i guess you already know that. -5. I think it's time to let go of those step-by-step tutorials featuring a friendly old man who-in essence-tells you that in order to fish, you need to buy a rod. thank you captain obvious.
I did not like it since i found it was extremely easy. There was no room for my thoughts. When i finished a place the message "i'm finished here" popped up and places i had finished were marked as "there is nothing more to do here", making the story very "line-like". Being able to solve a crime without having to read any dialogue or even examine any of the evidence (to find out stuff myself rather than reading what my character supposedly thought) is not the way to go with point and clicks. Also, the clickable areas are very large. I often thought i could click on something, when it was just the area for the door which extended far beyond the actual door.
1. Landmines recharge and reapper
2. Landmine spiders upgrade go onto closest enemy
3. Aircraft call recharges
4. More levels, or longer, maybe even certain bosses?
5. Attack bot targets random enemies.
6. Repair bot repairs per second, or put a counter up to show us when the next repairing is going to happen.
7. Being promoted to general is kinda ridiculous, maybe make up some ranks of some kind of corporation?
Well, this game needs a lot of improving. My tanks just go straight to the enemy camp,rarely stopping to fire at the enemy tanks. Also in level 19 i had to quit since the fps dropped at like 1 or something. Also they return back after capturing a base which is very bad for defense. The upgrades are extremely limited, and they don't even tell you what they do (like more damage or more hp or whatever). So yeah, i quit.
Another 2 things: i'd like to know what each upgrade i'm doing does statistically, somewhere. There could be an encyclopedia or something that explains that. Secondly the skills don't really do much. A level 2 shipyard is nothing really. Maybe someone could invest more on the skills and raise them? Or maybe the skills should add a specific bonus (like the tax rate bonus) in the end? (like a +2% ship construction speed or -2% cost or something)
nice, i will add a ship / building / research encyclopedia under instructions. i will also change the background for instructions for better readability
Awesome game, definitely 5/5 some suggestions: auto-all (buildings or techs), auto-ship, button to create more ships with one click (like +5 or +10) or to create max ships of the type with the resources you have, deselect button - took me a while to realize it's double-click, select all fleets button ? just suggestions.
I gave it 5 stars although i wish that it wasn't this easy. I was expecting me to have to revisit older locations later on, i even wrote down what colors do, thinking i would have to use the colors later on, etc. The best area was the oasis for my taste (i mean because of the puzzle there).
Ah. It was my first adventure game; I just wanted people to enjoy the story, and puzzles that are easier to solve. I hadn't really had a good feel for puzzles in the beginning; I kept thinking they were too hard, so I made them easier. That's why, as the game progressed, the puzzles became better (we did the game sequentially - first the mountain, then the town, etc.), because I was getting more confident with the puzzles.
Note from the developer: ...and I was letting him do more bizarre puzzles as my framework evolved because at first I thought this would be a simple adventure game...but then if it was simple it wouldn't be fun :) So I made possible to add more different game mechanics which were used for clever puzzles!
nice, i will add a ship / building / research encyclopedia under instructions. i will also change the background for instructions for better readability