in addition i think it would be better if the cooldowns where either 1) global meaning that creating a knight would put a global 15~ sec cooldown and after a spearman gets created you could create a knight after the 4second global cooldown or 2) each unit has a unique cooldown, this would put more meaning into buying units
i mean, i get more money losing a battle than winning it, you can at least agree thats not that bright.
im thinking that a decent money system would make this game nice. just off of my head, calculate how many units can an enemy produce on average over time and multiply that with the seconds remaning and add that to an imaginary kill count. i dont really like playing games that i have to reduce my brain activity to be competitive at
so all you are saying to me and to anyone who is able to win certain stages on the first or second charge is what? reduce your brain activity to procataclismic mammal and grind your way to "time's up"?
so if you win the stage in 1/4 of the time you get 250g and if you wait like a retard waiting for the clock to run out of time you get 1k. SUBTLE MESSAGE: be mediocre. Seriously, how on earth can a game developer do that to his game? 0/5
are the exp requirements for levels fixed? i made a 500k win needing 80k for 17 and i ended up 17 needing 400k for 18, while 400k was the average between lvls so far
"Deep strategy and involving depth, deceptively simple to play, yet so many avenues and strategies to master."
Right, the only thing that makes this game hard is that the stages have random immunities and strengths you cannot ofcourse guess beforehand, so, no matter how smart or good you are on strategy games you cant get in there and win, only thing you need is LUCK or a walkthrough, i suggest the later. Waste of time without one.
first it makes you solve them by yourself then solves it more stupidly than you did. brilliant game ! delete it pls, 1/5 is too good for my lost minutes :D thanks