I am assuming this was French then translated to English, 'cause it seemingly blatant. Is it really that difficult to find people willing to proofread and air-out the bad gramma? --- That pointless grip aside, my serious one is... Lacking Friendly Fire! The enemy shouldn't be able to shot through another vessel and hit mine! My early attempts to let them slog it out between them was met with disappointment.
... WTF? Is this a true part of the Epic War series? --- All I can see of the series is: the name; art style; the 2D one hero per side and the minion grinder in the middle. What's happened to my favourite flash game?
I have to admit, I went into this game thinking how bad it was going to be, just 'cause I saw "Awesome" in the title. Pleasantly supprised was I to find it was better than I had expected. The sandbox approach opposed to the regular rail shooter was good to see and I have no complains. However, Awesome? Sorry its par, run of the mill with one different feacture.
I like to see upgrades and such have a cosmetic impact. It's not something I want forced into every game, but it should be commended when it happens. -- Aside from the major two points everyone has stated, with regards to the time manipulation and the lack of choice in upgrading. It would be nice to have the enemies path shapable. If my line from cliff to cliff can fit a total of 5 turrets, and I place only 3 or 4 down they should take that advantage. Only attacking turrets if they completely block their progress.
You're "how to play" is confusing! I didn't know how to play this game, until someone in the comments said this was a nonogram, at which point I google how to play... I was stuck on level 3 for 10 minutes, refreshing the page re-reading your tutorial. A wiki had to expain it... -http://en.wikipedia.org/wiki/Nonogram-. Not a complete idiot, but I needed something to go on.
After that it was an ok flash game for me.
Everyone seems to have beef with the match ending with the last enemy being killed, regardless of what is or isn't left to collect. It didn't occure to anyone that it was designed that way for a reason?! Besides the obvious idea of learn to "Look before you leap". If you kill all the enemies then there's nothing keeping the hostages captive. - Good flash game.
If they need a ramp to get down to ground level (The ability to "pick pocket"), then how does a melee hero attack? And how do their melee units retaliate? DemonRift TD had the right idea. Furthermore the Exp AND gold for leveling up individual is a terrible. It works for the Protector series (barely) 'cause they balanced the need, with low costs, and actual retrieval of the gold. - Its really good don't get me wrong, but its all the little things that make or break a game for me, AA and Browser based games alike.
The first "Episode" was ok, essentially a C&C super quick build up, AOD style. But the Second "Episode" is just rediculous. I tried a variety of ways, the best I managed was with rushed resource gennies, spammed rapid turrets. Any game where a walkthrough is a necessity shouldn't have gotten out of the design and devolopment stage. Why did ya' do it? You just killed your own game 1/3 the way through
Its different, that is irrefutable. My only main gripes are: That the combo on cash seems weird - It would be like going to Morrisons, seeing the price difference on two crates of identical apples, asking one of the staff why the dissimilar price, for them to say "well the more expensive crate was collected in half the time it took to collect the other." And the boat is pointless - Why not have storage on the robot-thing aswell as a seperate large cache on the boat.
How can you legally call your product Horde 2.0? Having "The" infront of the title won't stop Epic games checking on this, considering ofcourse if the game kicks off. Might be worth renaming your game if it gains popularity. Incidentally I clicked this page 'cause of the title and had the expectation of see GOW Fanwork!
Since this is on Unity you might aswell use the whole screen, cause as is, the playing field is too small and is blasted away so easily. Holding the left mouse to "heal" ground feels an unnecessary waste as it consums the shoting ability. Games are starting to devolve as we're going back to - "Holding down Fire and mindlessly run circles."