This is complete crap. Barricades do nothing. Good thing they are free, because they do nothing. Maybe if they hurt the bad guys, or if turrets would shoot through them. But the whole mechanic is completely worthless. And the landmine's cost is retarded. How do robot turrets fit in with a zombie theme anyway? And the gun spread mechanic is broken. Jut put the cursor in front of your feet and you can shoot perfectly straight at any distance.
Man, the first one was one of the best games ever, and this added even more stuff. Really just entirely awesome. And remember, kids, a flame turret seems like a fun time, but the smog is worse than if you had just let the zombie come through and eat Lars.
So final verdict: should be a 10 star game. Implementation is 2 star. Zoom camera out so enemies can be seen before they are on you. Fix completely broken power system. Fix completely broken food system. Rebalance technology prices. ($8K? Dood.) Give visual feedback as to enemy direction since food and power warnings write on top of text. Give terraforming feedback.
Okay, this blows. I got my population where I wanted it and farms were way expensive. So I sold all my hospitals and had zero population growth. Food consumption STILL WENT UP. So I can't buy anything except more increasingly-expensive stupid farms.
My population grows forever until they are out of food, but then when they starve they don't use less food. There should be an equilibrium. Otherwise I'll sell my hospitals, I guess.
I think the power generation is broken. My guns will fire and the power won't go down. Every 3rd or 4th round though, my power will drain completely away when there are no enemies around. It goes down to zero and then bounces back.
This could be awesome with some balance changes. And having selecting a building force-zoom you in is retarded. If I zoom out, it is because I want to play zoomed out.
My god. Allow a mouse click to skip through the intermissions. 5 seconds of game play and then a minute of transition. Whee the background is spinning! Whee the score is spinning up!
I swear I'm the only person who has ever lost a game on this site. Everyone else quits as soon as they lose a tower. #1 priority needs to be making quitters' tanks do something besides disappear and ruin the game.
My god. Join game, what's your name, game is full, can't go to lobby, relaunch game. That is epic fail. You say you can't fix the lobby thing, and that's cool. But repeat after me: Hand Shake. I click to join game, server says "okay, you got it, I'll ignore others" I hear that and START to load. Or I click to join game, server says "sorry, somebody is on their way", I hear that and never try to join the room. It is ridiculous that more than one person can be directed to a spot and then the first one in gets it. L2Network noob.
My god this is cool. Except for the retarded "You passed the level! Hit continue and then quit back to the main menu so I can scare you about quitting and how you will lose your progress." Just have a Next Level button.
UI Problems. Tooltip for the buttons draws off the screen - put it on top of the cursor. And the cursor goes to a "Can't do action" cursor when it is over a button. I imagine it is because you can't walk on the button, but it makes it seem like you can't ever pick any other option. I thought I was in a tutorial and could only walk.
Easy peasy to have dropped players just start acting like the AI mini guys. Like two lines of code. Other than that there isn't enough of a benefit to staying alive. If your respawn timer was personal to your number of deaths, that would make retreating to heal way more useful. As it is, you might as well just keep going, die, and respawn. Somebody good at staying alive ends up maybe 2 levels ahead at the end of the game.