This was a great game. It could use a little more explanation/ insruction. Despite the comments from the "king," it took me a bit of experimenting to figure it out.
Also, the treasure feature is TEDIOUS. Best strategy is to sell all items to all heros on each level to get the most gold, but a lot of the items are junk, so I find myself equipping, unequipping, reequipping, etc.
This is the best tower/ RTS game I've played. My only complaint is that there is too much mouse clicking ... could definately use more hotkeys, especially to change the amount of people and wood in structures. Also, I don't really understand how the supply lines work. Sometimes there'll be a lot of resources stuck in the back and they won't clear it out for me even though I put it to zero. I just end up scuttling the building.
This isn't stolen, and it's based on centipede, not space invaders. Do some research before parroting each other's ignorant comments. This game has some good potential, work on a new version.
I agree with Eleum. Keep working on it, make the game play more fun. A lot of the powers were weak because the controls were too clunky, I solely used the first attack that I got.
great game, but the thing is that twice I've accidentally clicked on an ad because I can't see the mouse. You need to change the controls to deal with this, until then, too buggy to play -- 2/5
there's also a problem where the M16 doesn't hurt monsters, and where after you interact with an element the cursor gets "frozen" in that interaction until you switch screens.
Basically, it's a bit buggy and you should work that stuff out...
yeah, it's got some good potential but the navigation is really confusing and the little link at the bottom left corner is too easy to accidentally click
but the atmosphere is good
I love this game -- The module upgrades and targets, the mix between big and small targets, the fighters, little cannons, repair bots, and ultra cannon.
There's also a lot of potential for improvements -- the ultra cannon should be autofire (to save wear and tear on fingers), the story is hard to follow (because it's mixed in with the action), the ability to target enemy cannons is lost because the capital ships usually go down by the time the first cannon is destroyed. I would focus more on strategy and less on targetting with the ultra canon. Perhaps make the ultra cannon able to fire one very powerful shot per minute, and then have much of the game focus on instructing the fighters, little cannons, and repair bots where they should be directing their energy. I would also continue to focus on the modularity aspect, with ships becoming partly destroyed, broken in two, etc.
Great game, but a couple of little problems. First, there should be an indicator of which level you skipped the star. Second, sometimes the knife doesn't slice...