I don't have the slightest idea how people can survive if the sea is filled with cannon ships up from 800 HP already. There is no possibility of taking them on that early, and after that there is no possibility of taking them all on. If this is luck-based, please change it. It ruins the entire hard badge. If this is not luck-based, I'd prefer a guide on how to defeat one cannon ship if I'm already at minimal HP after rushing towards it.
Could definitly both improve this version and work on a more advanced one. You could add more friends in a more advanced way, but I don't know if it's up for your capabilities.
Yellow bouncers activate once you fly through them. However, there's a glitch with red bouncers which will disappear when you fly through them as well (even though they don't activate).
Only two things. First of all, this game needs a pause button. The levels are long, and it's not like I don't have other things to do in the meantime. Second, change the way the level/upgrade system works. Now, I'm literally farming with no real use. I NEED better upgrades to continue, so I'm forced to farm. This maybe has to do with you wanting people to play the game for a longer time. Instead, allow people to replay older levels (and perhaps allow them to turn on/off their upgrades), and ask far less RP for the upgrades.
Weird. They say there should be mages at the arena (this is after you purposely lose every fight so you cannot enter the young mage contest) in order to enter the book of mages, but up until now (black robes tried to recruit me twice already), I still cannot see anyone there.
Bug: At first, I get freezed and I can't do low or high attacks (I assume this is how it's supposed to work), then two turns later, I STILL can't do a low or high attack. That kind of rapidly depletes HP and doesn't really make it fun in any way or form.
There is a name for what you're doing in this game sometimes, but I don't like it. How am I supposed to know what enemies are able to be beat and which aren't? The corruptor isn't possible to beat (I'm not sure if there are different storylines in different clans, but whatever), and neither is the tutorial. I've beat the rest, but they kind of require you to restart a few times to see which strategy is actually needed.
Suggestion: Don't add 1 survivor to the available ones until they've fully cleared the workshop (or you set the quota to zero). At the moment, they become "available" once they start bringing back their first set of supplies, which doesn't make them available at all.
The prices for upgrades, or at least the visuals on the prices, are a bit bugged. When you buy an upgrade, the price increases immensely. When you then complete a level, the prices are lowered, a lot. The game's all right, but I think it's a bit too focused on having to get upgrades (I rarely could continue on with the next level immediately after completing a former one, because I was too weak).
It'll need some balancing. I get quickly overwhelmed in the first level (aside from the one against the mafia guy), and a good game never allows that. Make some difficulty curve instead of assuming the player immediately knows beforehand what's going to happen and how much damage he's going to take.
I believe I found the cause behind the sudden decrease in survivors. On the survival map, a lot of barricades have less quota than the total amount of boards there. This means survivors immediately want to remove their boards, but it's impossible due to them not capable of reaching it. Either way, I have another problem with survivors. Once they enter and leave a workshop once, they're once again added to the survivor statistic, even though they aren't finished yet. Which makes me build another workshop, thinking they're ready. It's more of a problem when I'm creating a sniper tower in a moment of need, hoping the survivors hurry up and get at least one inside. That won't happen as long as they're still busy with the workshops, which is a problem.
For some reason when I pause the game, give out orders to have exactly 0 survivors left, it reduces my total to -14 when I unpause. This did not happen the last time I played this same map with the same orders given.
Should be a way to reset your upgrades/tries without having to refresh. Normally, I have to have a good run on the first "level" so that I'm not running into trouble later on. First run is pretty much luck-based, so I'm forced to refresh when I get hit three times after a few seconds already.
Interesting, I accidentally walk into one of those areas the boss created and my HP started dropping rapidly. There is no invincibility at all after getting hit. If that's intentional, just kill my character instantly when I step into such an area, because it's impossible to get out of that alive. I had no idea when or how I could damage the boss. I managed to hit it a few times with my want, but sometimes it just wouldn't work at all.
Interesting. I win perfect days every day until one day the difficulty ramp decided +500% wasn't enough and it sent in elite units with health more than three times that I had the day before and even double pierce, double bounce, maximum bow and the fire effect could even dent them.
I like how you don't want to beat the cat off your house, but do so with every swing, and how you do want to beat the elves (?) off your house, but miss them with every swing.
Once you have enough defense (depending on drops, for example), all you have to do is spam attack and either you will evade their charge (and counter for some damage), deal them 0 damage or deal full damage. None of these three actually damage you.