3/5 -- Too easy. I actually don't mind the AI ignoring resource constraints. It's fairly typical for RTS IMO. However, there's no variety in defeating each enemy. It's always: upgrade, upgrade upgrade. When the enemy moves, spam your defenses with whatever you can build. Then hit them with your spells. You'll survive just fine and eventually be able to build a single attack force that will decimate the opp. Worked every level, first time.
3/5 -- I really wanna like this game. I'm a sucker for Turn Based Strategy. But here's what I need for it to be a winner: in-game contextual help -- mouse over help is minimal in this game. I want to mouse-over the chain power up so I know what it does (instead of blindinly clicking it to see what it does). I want to mouse-over a (previously fought) battle to see what it takes for a gold and what my best is.
Could use a usability improvement: Would be REALLY nice if I could use the keybd to transition between screens (ala how I can use Space to start an event, why not use space to transition from one event to another). Goal: Minimize mousing for a game like this where keyboarding is king.
really like the game play, and i appreciate the reminder that I can skip a level. But please, one reminder is enough. No need to beat me over the head after x number of retries in every level.
3/5 -- 3 because who doesn't love a platformer. Only 3 because its WAY too easy. That and the theme of the game suggests there's should be something special of our random heroes. As it turns out, there is nothing special about our random heroes. They're all the same :-/
3/5, -1 for not having settings like Sound / Music on/off accessible via in-game menu and base of 4 because it's cool, but not great. And no, this isn't a ransom rating: when you add in my in-game menu, I won't change my rating. It should've been there from the start.
Just getting into it, but I can already tell you one thing I would have liked: any game where the keyboard is the primary means of control should also provide some amount of hotkey control in the pause menus. For example: after hitting 'P' to bring up the menu, the keyboard is of no further use. How about (at a minimum) arrow keys for selection choices, space to click the active choice, escape key to go back?
WRT:
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If you think the guards should be killable, you missed the point.
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I would have to say, if you feel that it's more important for a game to have a point than add an element of game-play that would make it more enjoyable, you've also missed the point. Obviously the name of the game is stealth, but why not augment that with the ability to stealth kill guards?
@Delerium: Actually, not too far from reality. Spike strips can be deployed and undeployed by pulling them into and out of the road way via a rope or chain.
BS, teacher's FOV is beyond (i.e. to the left and right) of the cone shown. Example: Level 1 ("beginning"), one should be able to stand in the top left corner and never be seen as the teacher's FOV never even comes CLOSE to that area. 1/5
Click areas are too small. And quickly lose interest in games that a) want me to puzzle solve and b) want to kill me for taking any amount of time taking in the challenge. 2/5
your multiplier drops to 1 whenever you lose a life - sorry I forgot to explain that anywhere.