Interface is so clunky. Why do I have to choose the mission category, click the mission name, click accept mission, close the mission window, than click start mission to begin it? Don't you think its easier if I can begin the mission just by clicking its name?!
Perhaps have the Mage be more of a long range glass cannon by causing her rod to do less damage as enemies get closer, emphasizing the need for her to get swordsman. Furthermore, give the knight the highest leadership since he also has the guard speed ability
Not sure if it affects anyone else, but it really bothers me that the blocks dont count towards the score until a few fractions of a second after they leave the screen.
It really makes sense to me for the score to change the moment the blocks leave the screen. Especially since there isn't clear indication of how much each block is worth.
Puzzle complexity is incredibly impressive. The interface is simple and effective.
My only issue is with the door automatically becoming "see-throughable" when the key is obtained even though the door visually remains closed. Seems like it can be considered a bug.
Game is severely buggy, but with them fixed, its worth 5 stars from me.
-fix shelter damage or w.e mechanic was intended
-make flying enemies do something
-fix boompipe reload (it is broken right now)
-m5 overpowered (behaves like an aa12 O.o)
-increasing rounds/reload offers no advantage for primary weapons where a consistent rate of fire is more useful than being able to store more (since additional reloads = longer reload time)
Compared to many other games of this style, this is a pretty effective control method, although it feels a bit cumbersome at first.
I do suggest perhaps adding a key that when you keep held down will also keep all the selected buildings still selected even when you let the mouse go. especially for laptop users, this would make it alot faster to send multitudes of troops from the same buildings.
Pretty fun / interesting for a while.
Some comments though
-However, the fact that missed bullets (even those just lying on the ground) can still destroy targets and damage enemies is kind of strange
-Compensation for recoil in this game is not "realistic". To compensate in this game, you would move the gun down along the y axis. In real life, this would be equivalent to physically dropping your hand down when firing. Perhaps adding the ability to tilt the gun up or down would add greater realism. (And potentially unwanted complexity, admittedly)
Shop system is an absolutely terrible, 1-star-worthy game on its own. I've spent over 15 minutes before, constantly refreshing stock (2 ap points?!) and reloading the game to hopefully get a good item until I accidentally miss the "Return to menu" and hit the "Save" button screwing me over. In a game where items are everything but it is impossible to grind against weak enemies to level, the games shop system needs to be seriously overhauled, or else it will only be the lucky that can get past day 15.
The shop is absolutely terrible, it never seems to sell weapons one needs. It would be nice if the shop could actually be rigged to be more helpful; for example, more frequently sell weapons that you have the highest mastery in.
WHOA. Endless is an awesome level. Solely because the increasing frequency of falling is kind of a trick. When it gets to only one"flashing karoshi" falling. It is only him, and not him falling in an endless loop. Whoaaa. such subtlety!
Oh.. and you can do an air jump with regular karoshi if he is falling and has not jumped yet.
I agree with fabs0. the control in this game is mediocre. Half the time, the bug spawns won't respond at all when I click on them. I should not have to click perfectly in the middle. It's noticeable enough to ruin the fun. If it were fixed, maybe I could enjoy it. 1/5 until then.