Really cool game overall but I found a bug. If you kill the boss alien with the "cover fire" lab/base/ability, it says that the defenders win. Your surviving units get ejected back the the territory you attacked from and the aliens get to keep their leader and any surviving dudes they had left. Kinda weak... it's happened to me TWICE now...
The actual battle interface where you command units could use some fleshing out. It can be very difficult for me to micro-manage my units (like telling them to attack a group or attack-move) and there have been several occasions where I want to have all of my units stay in one spot instead of charging blindly into battle but getting them to listen to me took forever because I had to order each individual group. Maybe have a "battle plan" stage before combat where you can issue orders for your units to obey when they go into combat? Say something like "all orcs stay behind the towers" or "all gargoyles go after the demons"?
Overall not bad. The long gun would be a lot more useful if it weren't constantly hitting the ceiling but it's still a very fun game. Still some room for improvement overall but I'm having a lot of fun playing it... though the "runners" stage is giving me headaches...
To the people who complain about how fast the computers are: THERE'S A PAUSE BUTTON, TRY USING IT. You can make decisions while the computers sit there and wait for you to finish your think break.
It's been done but it's still fun. Currently stuck on level 17. Oh, and to the people who claim it's a rip off: I'll listen to your whining when you show me the "original" from this genre.
Overall it's very good but that deal with the edge of the map is annoying as all heck... I've already lost two planes just because I told them to accelerate too close to the edge and couldn't undo my move because the cursor was gone. It's a very good game but there really should be a better way to handle the border of the maps, maybe have two boundaries: a smaller one for the planes and a larger one for the player's view and the cursors? (with the smaller one inside the bigger one). That way, it'd be easier for us to maneuver near the edge.
Not bad but there are a few glitches. I've had times when my central castle, surrounded by other, secure sections of castle, wasn't considered to be surrounded for some reason. Then i just put a single block anywhere in that area and it's secure for some reason...
You really don't need to move the city in Bowl but whatever works for you guys. I just build up to the top and lay some blasters and anti-air. Works for me fine.
Overall, very well done. It could use some polishing (grammar, making the grenade launcher less of an overheating nightmare, improving gunman, lowering "risk" factors, etc.).
However, that having been said, I like it. The enemies are impressive, both their "relative uniqueness" (I have word choice problems, lol) and how well they work together. I like how you force us to prioritize each kill or risk strengthening our enemies, and I really like how each creature is a different aspect of the same base enemy. The cheats are of course helpful but, personally, I don't think you should have told us where each cheat is; that's something you should have forced us to figure out ourselves.
Overall, very well done. It could be a bit harder (never felt the need to use any weapon other than the machine gun + upgrades) but, like I said, some basic polishing could turn this into a very good game.
Suggestion 4 (1: mute button, 2: auto-card drawing, 3: strengthen items/scrolls). The eggs are really fragile, to the point where they're almost dead draws. Maybe you should make them have a special version of "attack power" so that they can't attack or hurt opposing dinos but they take more than one hit to destroy? You know, like turning them into walls? As is, they're only useful if you can evolve them right away.
I agree that this game has a lot of potential, but I also think there are some areas where it can be improved. There are a number of minor (and I'd like to emphasize the word MINOR) shortcomings which hurt the game.
I agree that there should be a sequel. Take a look at some of the suggestions that we've posted, make some improvements (never EVER use the word "corrections," that's not what this is about. There's no right or wrong, just room to make a good thing better), and post an updated version. I for one look forward to seeing it.
Oh, and to correct one of my previous criticisms, I meant bigger decks from the beginning. I like that the decks (the players' and the opponents') both grow over time. I'd just prefer if we had bigger decks from the beginning.
Additional suggestion: if your opponent runs out of cards and you've still got dudes on the field, that's pretty much an auto win. So, yeah, why not have that be a win condition so we can skip the attacking air phase and go straight to victory and getting cards?
Bigger decks could be useful... If we have to chuck cards to up our spawn point growth, it'd be nice if we could fit more cards in our decks so we don't just run out and wind up with lots of empty spaces after only a few rounds of combat.