(Continued) A Mage would conjure up a shield for an ally from time to time, Ninjas and Thieves would race ahead and act as a distraction so the other enemies could pass by unharmed (for a while), and so on. On a side note, I found Ninjas to be quite easy, using a Fireball early on (as they first appeared, uncloaked) would take out most of them, the ones remained would be picked off later on, as their shields wore off (most levels are big enough so that the cloak wears off before they reach the gems). Though the unique enemies were nice, it seemed there was a lack of wave-types (each wave had 15-30 enemies, or a single boss) that could have made things more entertaining, for example, a wave composed entirely of Ninjas (speed), or a wave with 50-60 Knights (swarm). Now, the towers: while leveling meant more here than it did on most other TDs, I felt that it restricted the player’s ability to progress at their own pace.
Nice twist on the TD genre, saw improvement on many aspects of the genre, in particular the upgrades and enemies. While the upgrades focused on certain types of towers and spells, they also had ‘universal’ upgrades that benefitted the player, no matter what types of towers he/she used (e.g mana regen, starting $$), but by the end things got repetitive. Having multiple ways to unlock upgrades would solve this problem (similar to the upgrade system Homerun in Berserker Land had, you could use both Exp and $$, in this case the $$ would probably be replaced by the Stars you can get on each level, such as Excellent, or Brilliant). The enemies were also unique, each had a special ability or trait, but I liked the mana-based enemies the most. Their ability to enhance the abilities of other units while still being able to pose a threat by themselves was what made these enemies stand out.
First off - levels, each one was basically a re-skinned version of the last one, with a few obstacles here and there that required you to use your 'element'. Same enemies, same traps, same repetitive gameplay (being able to control your character rather than having it auto-run would likely have eliminated the need for Rewind Time). Secondly - boss-fights, which consisted of the player dodging a few attacks while your special ability recharged, repeat x5. The only exceptions to this are the 5th (spawned a few enemies in between attacks) and 6th boss, which was a complete joke. You might as well have ended the game at level 5, given how ridiculously easy the boss is (all his attacks missed, there were no separate stages, and to top it off he's just a figure in the background...). That's about all there was to this game, aside from what passed for a story - 1/5
(Continued) That aside, this game is in serious need of unit counters - archers dominate the battlefield, and are able to decimate any force (especially when the melee forces are locked in battle), while the most a cavalry charge will do is knock back certain units, infantry seem to have no purpose beyond acting as fodder. Has potential, but not much else - 2/5
(Continued) Having a few units move back to shooting range, while others closed with the advancing forces, would provide a solution to this problem, as would, you guessed it: targeting. On to the gameplay - rushing at the start and pushing back the enemy units seems to be the only way to win in this game, seeing as your Flag Guards get slaughtered if they come into contact with the enemy force (even with upgrades). What's even more annoying is when there are only a few units left, which renders you unable to summon another platoon to replace them. Instead, you have to wait until they reach the next force, get slaughtered in a matter of seconds, retreat, and then summon reinforcements, which is about as fun as it sounds. Then there's the lack of tactics, each battle seems to consist of melee units squaring off in order to get to the ranged units. Being able to flank, set up ambushes, and raid would have made each battle unique, rather than 'just another battle'.
Interesting concept, absolutely terrible execution. I'm puzzled as to why there isn't a targeting system (to adjust the range of the shots), or the ability the move and shoot at the same time (something along the lines of moving with WASD and targeting with the arrow keys), two things that would have made this game much better. As for the enemies, they're ridiculously easy for a whole variety of reasons, the most noticeable being the fact that the majority of their attacks are aimed at...well, nothing. Once your infantry/cavalry units break past where the enemy archers are shooting, the archers seem to be content with shooting at the ground that your units had just covered, whilst getting hacked to pieces. Enemy centaurs tend to launch javelins directly behind your units, and the infantry just wave their arms in the back (ever heard of something called a phalanx or shield-wall?).
Decent game, for the most part. Different types of missions, such as the Station Repair and Warp-Gate missions made this game much more enjoyable and challenging (defending a moving gate was much harder than defending a stationary gate). The towers were unique, each had their own role, although missiles were next to useless when compared to the THELs and Pulse Lasers ($5 per missile and horrible firing rate). Giving towers the ability to prioritize would also be nice, having THELs use up tons of energy on the fighters gets annoying at times, and might even kill you in later levels (instead of going for the Mother-Ships, they focus on the fighters). Enemies could certainly use some variety, the majority of them are fighters that are easy to fend off (kamikaze units in particular), the only enemies that really gave me trouble were the Mother-Ships, and even then, it was only if they attacked en-masse. Enjoyable, at least for a while - 3/5
Excellent game, but I felt it was still missing a few things. More variety with the missions would be nice, the majority of the missions are about going into X sector and destroying everything there. Teaming up with other ships within the fleet would also have added a lot to the game (the boss fight felt like a suicide mission, you're going up against Battle-cruisers & dozens of Strike Fighters alone). As for the enemies, I felt that there wasn't any difference between them, most of them were upgrades of weaker units (Stations - Sentinels, Heavy Fighter - Strike Fighter). On to combat: by the end of the game, you could play multiple roles in battle (Jump-Drive meant that you could ambush enemies or flank them, heavy Shields and Armor made you the ideal front-line fighter, ectr) but choosing a role and building your ship around it would have been a better choice, rather than giving the player a multi-purpose ship that has no weaknesses whatsoever - 4/5
(Continued) Like almost every other Launch X Object X Distance for X amount of $$ Game out there, you need to work on keeping the player interested throughout the whole game (Shopping Cart Hero 2 is the only game I know of that's done this). Until then - 2/5
(Continued) You no longer have to rely solely on money to buy the best stuff at insanely high prices, you had exp as well (added to the customization). Then there's the unique equipment, you didn't need upgrade after upgrade (Rockets #1 to Rockets #2, and so on) to get a good score, instead, you could increase the chance of certain creeps to spawn, or have 5 Power Smashes available. On to the bad stuff - with the exception of the Power Smashes & Cannons there really isn't much to do after the launch, nothing to keep the player interested. The Berzerkers, Mechs, and Cannons lose their charm after the a few runs, and the game starts to feel exactly like all those other games I've already played countless times (Hedgehog Launch, Fly Squirrel Fly, Toss the Turtle, Learn to Fly, Shopping Cart Hero).
It improves certain aspects of the genre (Launch X Object X Distance for X amount of $$ Games), but the rest wasn't all that great. Being able to select a character was a nice addition, it allowed the player to choose how they wanted to play (Strength Character, which meant relying on Power Smashes, Accuracy Character, for a bigger boost at the start, ectr), but it didn't explain what each stat did until you actually got into the game. As for switching to the 'better' characters later on, starting over for more stats just didn't feel worth it (items didn't carry over, you had to re-level your character, ectr). Now, the things I liked most about this game: the Aim-Shoot bars, multiple ways to improve your equipment/character, and the equipment itself. The bars really made things much easier, and gave the player more control over the strength/angle of the shot, which was great.
(Continued) There was really nothing to keep the player interested, after the second level, they knew what was coming. Arena - mow down 4 waves of zombies with ease, kill the Boss, Hallway - clear each room in search of a weapon, repeat x5. Not much to like about this game - 1/5
(Continued) Night-Vision was a nightmare when you're running around looking for packages, seeing as there was no way to tell the difference between Health or Ammo. That aside, there are the random boss-fights with the misleading hints. Explosives and Flames did paltry amounts of damage to the 3rd boss, while the bullets (which its supposed to resist) did huge amounts of damage at random intervals. The boss would be at 90% health at one point, then it's health would drop by 25%, then slowly, 2-3% each shot. As for the final boss, going near it to get it to lift it's arms just meant that you lost health (for no apparent reason, I didn't see any attack or projectile coming toward me). Shooting it from range was a much better choice, you could down the boss easily without taking any damage. Now, the story: First level, he shoots his gun. Second level, he shoots his OTHER gun - after all that shooting, he escapes. Never saw that coming...
Absolutely horrible game, with a thrown together storyline and repetitive gameplay. Barricades turn into a death-trap, making them nothing short of useless. They're cramped, leaving you little room to dodge ranged attacks, or the swarms of zombies that can jump over the walls. Without upgrades, the vast majority of the weapons were essentially worthless, the Flamethrower was terrible right from the start (burning seemed to have no noticeable effect on the zombies during the last few levels), as was the Grenade Launcher, partially due to the fact that the zombies were always very close to you, leaving you little room to shoot the grenade without damaging yourself. The Shotgun was good for the first few levels, but I found that later on the only weapons you needed were the M16, SCAR, and Uzi - which could carry you through the entire game.
Interesting concept, but the game itself was rather boring. Each level was the same, at the start you scramble to build all the Towers and the Collectors needed to power them, once you have enough to hold back the Creep, you expand. Towers were nothing special, standard Splash, Basic, and Anti-Air I've seen in all the other TDs, with the only exception being Drone, which is unlocked during the last level. Though I must say, I did like the fact that certain towers had their own roles, (Blasters kept the Creep at bay, while Mortars let you reach the Totems). Then there's the story, which felt like it was put in there just for the sake of having a story. Traveling from world to world after you've contained the creep is quite stupid, why move on to another planet and start all over after you've already made the planet you're on habitable? Meh - 2/5
(Continued) Travelling: when something is blocking your path (burning totem, boulders) and you have to circle around the map, opening up the Menu, selecting Nidaria, then selecting the checkpoint you want to go is tediuous, so being able to jump to a checkpoint every few minutes or so (to avoid people clearing rooms and constantly going back and healing) would be nice. Lastly, there are the bosses, which in my opinion, were too easy. Most of the time I was just whacking away at the boss while dodging it’s attacks, and that made up the whole fight. If it were split into stages (Recluses could be whacked into Riverfang to damage it, the poison could be deflected back up at the Flybeast, ectr), and each stage had a different thing you needed to do in order to beat the boss, then things would have been much more fun. Hope you keep on improving the game! – 4/5
(Continued) The only way I can regain health is to eat food or go to a checkpoint (which only heals me to 50%, leveling up helps with this, but by the 20-30 level range, you don’t level up very often.), if I happen to run out of food, then the only options left to me are to go back to the easier zones to kill enemies and pray that they drop food, or to use up loads of spores at the shops (which cost around $60-$170, that’s around 20-60 enemies worth of spores). Which leads me to my next complaint – selling items. The only things you can sell for spores right now are the various Rolls, which only go for 200 max, while some pieces of clothing, like the Calluan Medallion, are worth 6000. Why limit the player to selling Rolls, when they could trade clothes and furniture for something else, something they actually want/like?
(Continued) Oftentimes I would almost reach the exit, only to screw up and have my mite explode on me, or hit an Electrowog and fall all the way down into the river. Finding the little critters you had to kill, and where you had to turn in the quest proved to be quite frustrating later on, although some things could solve this. On the Firegrub quests, they made a distinct crackling sound that told you if they were in the level or not. If all critters had this, it would make it MUCH easier to find all of them and finish the quest, and as a result, it would feel far less repetitive (nothing is more annoying than missing a single enemy and having to go back through the whole map again, looking for it). As for turning in the quest, having a little dot show up on the maps would help a lot, as would having a ‘GO!’ arrow, similar to what’s in the co-op. On to the health system! Many MMOs give you the ability to regenerate health over time, and I’m at a loss as to why RoS doesn’t have this.
(Continued) First off, there are the Quest Rewards, and the quests themselves. Instead of giving the player furniture during the end of one mission, and clothes during the end of another, why not let them choose? If they’re low on food and don’t want to spend loads of spores at the shops, they could choose that as a reward. If they want to impress their friends with an awesome float, then they could select pieces of furniture to be their reward, and so on (also felt that clothes should have been more useful by providing resistances and whatnot, it would certainly help the player with certain missions) . Then there are the quests I found to be quite frustrating (mainly the Embermite Wrangling quest, and trying to reach the last Guardian without falling into the river) because of the knock-back (immobliziation after you come in contact with an enemy). While others other might disagree, I felt it was a little too hard on the player, and punished them for the tiniest mistake.
I’d like to congratulate you on making an excellent MMO. I love the unique classes and the huge variety of enemies. My favourites would have to be the Boulder Bison and the Embermites, both of them were very fun to fight. The fact that some enemies acted as support by stunning you (Hivehats, Grabrats, Black Recluses), made it feel like they were working together in order to take you down, which added to the experience. Some quests were very well done and challenging. For example, the mine quest that had me rushing through each level desperately trying to find the next Clamplight to hit, which has quite difficult, but after finishing it there was a great sense of accomplishment. By the end of the game, I was also making a lot of money from all those ores and geodes I saved up from Co-Op and the missions, and was able to buy the clothes/furniture I’d been saving up for. Despite all this, I still found a few things I didn’t like about the game.