I didn't have any trouble with lag, but I guess some people do. For strategy, speed followed by tackle is good. When you get to the enemy's goalie, throw the ball to him and immediately tackle him. If it works he goes down and you get an easy goal.
It's kind of an interesting game, though it doesn't really seem complete. Looks like the best early weapons are cortos cannon and defensive rune, both available in the fall area from missions.
The game is simple, but well-made and a lot of fun.
Rep is the most valuable because it's useful for attack and defense. Agility is useless. Speed, strength, and defense are all good if you can get them. One cool thing is that later on you can get things like +2 strength -1 agi but your actual agi doesn't go below 0 even if you have net negative points in it.
You can have negative cash too if you wait until you can buy one building or upgrade another but don't have the money to do both. Click the new building you want to buy, but don't click a lot yet. Instead click the building you want to upgrade in the tab at the bottom of the screen. Then click one of the empty lots, you'll get both the upgrade and the new building, but you'll pay the cost of both so your cash will be negative. I assume this is a bug, but the way it works is the same as if you could take out a loan.
Great game. My favorite weapon mix was spread gun + barrier decoy (in the front/middle) + as many damage buffers as possible. If you also upgrade the gun's damage at least once it can punch right through armor, and not having to aim speeds the whole game up considerably.
I notice that later on psych is uber powered. 2x traumatize, confinement during the second one, and then shock coma is sufficient to keep an enemy stunned forever, with lots of turns to heal/attack while your target is stunned.
It's a good continuation of the first game. I like the new skill tree, and the enemies are challenging on heroic. I'm not too keen on the automatic timer with no way to pause. If something comes up irl I'll have to redo the whole battle.
all the enemies except for a couple at the end are too easy, and those are too hard. Charmer is way more powerful than the other two classes. Spelling errors abound, and there's very little choice once you've picked a class. Other than that, it's an ok game.
Good game, great song at the end, an improvement on the original. The only problem I can see is that if you build too many (or too many types) of power plants, your power will not increase nearly as much as the "+X" number next to it.
the trick is to build a wide tower, generally one square wider than the base on each side, and connect the different parts so you don't have unconnected mini-towers in the larger structure. Do that and the wind-induced swaying is just an annoyance, not significant until you're placing the last few pieces.
tried level 40 in sandbox mode. no combination of maxed weapons, towers, gunmen, repairmen, etc. even makes a dent in the enemy. The other modes are fun, but campaign mode is epic fail.
Good game. I don't like that you have to choose between horseback and weapon skills (horse, of course) or that you can only enchant weapons versus weapons and armor in Feudalism 1. That said, this game is more balanced and challenging than the first, particularly the bosses/counterparts in capital fights.
There's a comment at the top of the screen for the catapult, something like "bounce the balls back at it." that seems to work. For the shield guys, either slash their feet when their shields are high or get behind them by luck.