Here's what I don't like/miss:
1) totally dumb enemies. If you're far enough or shooting through a fence, sometimes they just stay there and let you kill them over several rounds (no attempt to find cover etc)
2) Missing retry button (for singleplayer). Nobody wants to waste resources on reviving, right? So this leads to people just refreshing the page instead...
3) Ability to mod weapons that are equipped at the moment
4) Some kind of suppressive fire and/or interrupt system. Getting hit by enemy fire could perhaps reduce your AP for the next round (a melee attacker rushing you and getting hit by MG fire should have it a bit harder even if you don't kill him straight away.
Hey coyotik,
very good points you made!
EDIT: We will try to fix point 1) and 3) (we used to have it) in one of our upcoming updates.
point 4) I really wanted to have that in the game because I think it would add another tacticle level to the game. BUT it will change the game so much at that point, that it would just be to much balancing it all out in the whole campaign and the MP. BUT We will bring it in future games! Promised ;) till then you can use AP Granates to get some of the described effects
Hmm... forcing us to use a new car on the next level just sucks. The cars are one like another. Total lack of inovation, even the only difference to Earn to Die and other similar games is the third dimension, but even there they didn't bother to think about using it for gameplay, it's just eye candy....
Excellent. The only little feature I miss is auto-equipping items better than current (even for a simple definition of better, i.e. applied only to single-same-stat items)
3/5 for me. Nicely executed, but there's really nothing new to speak about, the early levels have a very monotonous and boring feeling to them.
@serpent: set points for towers make things a lot easier for the developer
:).
I'd love to see auto-stock-up button that would give me just enough water, forage and food if I can afford it, based on my planned route. So much time spent on manual supply...
Everybody who finds it too difficult, make sure you pick a high-AP character to play with, like Lisa Mitchell. She can get off two rifle shots per round, and with that and one helper (again pick a good shooter/high AP) you can survive the first trip and get another rifle.
Despite the auto-attacks breaking stun and fixed start positions, 5/5 for the gameplay.
One small issue that is not obvious - the chance to attack again after using bow doesn't stack with blue pills, so if you give the pills to the ranger, don't bother with this skill.
Also I'd want at least one offensive power for the nurse, even if it were just a slowing effect on the chosen enemy.
Oh, and the ability to upgrade equipment to higher tiers should be advertised a little (or have I just missed it?)
A few glitches and game issues that need sorting:
1) limit ghosts to leadership and make them permanent (but perhaps slightly weaker). The former will prevent abuse within battle and the latter will prevent replay trick
2) gold is not updated until returning to world screen
3) we need attack/defend choice in battles. It's a pain to see my pixies getting plastered because they insist on suicide charges
4) the randomness of dwellings and spells plays a too big factor in the game. Getting teleport/bind makes a huge difference compared to speedup.
5) reserve slots please, so that we can carry around another army or reinforcements for one max stack.
6) a bit more info about spells (i.e. how effective is shield?)
4/5 so far
really trivial to beat, lacks automation, the spells are completely unnecessary too. And two armies marching in opposite directions not making contact? Please...
@Jackie: The last level isn't really about precise timing. All you need is drop the triangle by cutting right then left when to make it land close enough so that the cart will dip the front wheel into the gap and get stuck, then hope that when you drop the left block, it will push the human to the right, toward the vampire sitting in the angled cart. The latter seems to happen maybe once every 5 attempts (most often the wedge will just wedge itself between the wall and the human without pushing it). All in all it took me some 10 attempts.
Two minor glitches with double gold. First, if double gold reward is already active and you get another one from daily reward, the total count is only increased if you visit the world map again. And second, which is worse, getting a double gold reward from a treasure chest doesn't stack with the daily reward doubler, making the treasure chest effectively wasted.
(continued)
* Pistol and shotgun shots should be way more accurate at close distances. It's really not possible to miss anything with a handgun at distance of a few metres.
* There should be much more suppression, and getting hit should wreck the victim's ability to fight more.
* I miss rooftop sniping.
Hey coyotik, very good points you made! EDIT: We will try to fix point 1) and 3) (we used to have it) in one of our upcoming updates. point 4) I really wanted to have that in the game because I think it would add another tacticle level to the game. BUT it will change the game so much at that point, that it would just be to much balancing it all out in the whole campaign and the MP. BUT We will bring it in future games! Promised ;) till then you can use AP Granates to get some of the described effects