Fun game, but beating the "VERY HARD" level boiled down to lucky shield turret spawns on the 4th wave. The whole shield turret system needs revising, honestly.
This famous linguist once said that of all the phrases in the English language, of all the endless combinations of words in all of history, that Cellar Door is the most beautiful.
I get that this guy is very concerned about harming innocent guards (what a gentlemanly assassin), but at the very least he should learn how to knock them out. XD
3/5. Was 5/5 until I realized the inventory size is staggeringly restrictive and there are other inconveniences such as waiting forever for a pet to hatch.
Was still 4/5 until I saw just how poorly balanced the game is. You can be 5+ levels higher than an enemy and still have a 50-60% hit rate, whereas they essentially never miss. This doesn't really make the game more challenging -- it just encourages more tedious grinding. The fact that high level pets can die after 4 or 5 shots and there is no way to revive is inexcusable.
I truly feel the creator of this game never really bothered to play through to examine how balanced the game is.
I'm sure this has been mentioned before, but the ranks you get on bonus levels count towards your total in unlocking bonus levels. This is useful because it is far easier to get A ranks (S, actually) on the first two bonus levels than to get an A or S rank on stage 20.
Since this affects badge hunting it may be helpful to bump this up.
The fact that I can run 4 25-energy missions (10 minutes tops) every 1 hr 40 minutes is beginning to wear thin on my patience. The fact that I have to run a single mission 10 times against EXACTLY the same opponent/deck makes it even more irritating.
Apparently one of the greatest dangers for trained soldiers in a Zombie Apocalypse is managing to lose an eye. Also, it's important to bring soldiers along with your builders so the roofs don't collapse on them.
To reiterate, 4d4 is generally better than 2d8 from a mean statistics standpoint.
-An avg damage of 2.5 on d4
-An avg damage of 4.5 on d8
So avg(4d4)=2.5*4=10, avg(2d8)=4.5*2=9
Just wanted to chime in as somebody who DOES appreciate a reasonably complex stat/ability system. Kudos on that.
On the other hand, I tend to agree that
1) The bugs and crashes are game-breaking.
2) The game is DEFINITELY not balanced build-wise.
3) If the game is populated by fantastic characters who wear very little on top or bottom, it would be much more appealing to go the way of female gladiators. It wouldn't be as realistic, maybe, but that's not the point of post-apocalyptic fantasy.
If (should be when) you make a Protector V you may consider having an additional difficulty level that is more challenging, particularly later on in the game. The fact that a single hero could mop up 90% of the maps alone with the use of an overpowered unit (even the wizard is powerful enough for much of the game) is a bit of a problem. Or another hard/impossible badge could be based on not using any training missions. Still an easy 5/5 for the best overall design of the series.
How do you prevent the next wave from coming immediately after the completion of the one prior to it? If that's not an available option, I'd call that a major oversight. You shouldn't be penalized in terms of time to construct/analyze for finishing a wave earlier (i.e. you would be better off leaving one alive).