So wait...do the "complete level 30 without towers/direct attacks" achievements mean ONLY level 30? Or everything up to and including level 30? It's actually fairly easy to beat the game on normal without ever building a single tower, but not punching any enemies at all--especially in the early game--seems to be a slippery slope to failure no matter what my tower configuration is; nothing I've come up with has been able to kill the level 10 boss.
A 2-D side-scrolling tower defense game?! What has science wrought?! Seriously though, this is awesome and needs to be explored further. More things should depend on the lay of the land (right now the main strategic implication is that boulders roll really far if you place them at the top of a hill).
Wow, I love how this game gives you all the pertinent information you need during the briefing so you don't have to open the menu during the mission! I also love how it tells you ahead of time if a given mission is impossible with the weapons you currently have. I love how you have unlimited ammo clips and the detailed in-game instructions tell you how to reload. Moreover, I love how the world map tells you if there are any available missions in a given location without having to click on it. But most of all, I just LOVE how this isn't yet another boring-ass waitwaitwaitwaitwaitCLICK stick sniper game except that it's been artificially snazzed up with Swift3D. I FREAKING LOVE THIS GAME! 1/5
Hey, you know, people, chill out about the badges. From what I can see badges are a mutual decision on the part of both Kongregate staff and the game designer that gets set up AFTER the game is uploaded and becomes somewhat popular, not before. It's not like it's an oversight that needs to be rectified, it's something that comes with time, and I'm sure it involves some work on the part of all parties involved.
Oh yeah, and a "quit to menu" button would definitely be nice. 3/5 for now, but it's a fairly positive, hopeful 3/5 assuming that you're going to keep working on improving this game.
Problem #1: The buttons don't always work, as I've seen mentioned.
Problem #2: The tower AI is stupid. They actually shoot at NEWER creeps rather than OLDER (i.e. "closer to the exit") creeps.
Problem #3: The creep AI is stupid. Their pathfinding sucks, and it makes late-game juggling a snooze. They will actually take a newly opened path even if it's obviously a much, MUCH longer route to the exit, so when you open one end of your juggle route you usually don't have to bother closing up the other end.
Apart from those things, it's a lot like Desktop TD, but has enough uniqueness to its strategy to be a distinct game. Fix the above problems and you might just get a 5 from me.
Aw man, I was curious to find out what the bare minimum number of commands was. Although I suppose that hacking the scoreboard must require some degree of programming knowledge, so maybe that's fitting.
\\ Although a save feature would be nice:
IF $player[complaint] == "No save feature"
{
IF $player[intelligence] != "Smart enough to complete the game in a single sitting"
{
ECHO "You shouldn't be playing anyway.";
QUIT;
}
ELSE
{
ECHO "Shut up."
QUIT;
}
}
I've sweated a lot more (not to mention a lot longer) over a lot of hard badges than I did over this "impossible" one. :)
Anyway, the game's a lot better now that all the cards have images and some balancing issues have been fixed. I just wish the computer player had some real strategic AI; as far as I can tell he chooses cards completely at random. This eventually makes the game a snooze, once your level is high enough that the computer has little chance to kill you with a lucky shot. Hell, the very fact that it's possible to kill the computer with the odds grossly weighted against you shows the lack of AI, and the challenges are the only real "challenge" of the game.
So needless to say, this game should have better AI. I mean multiplayer. It should have multiplayer.
I think the bug everyone's complaining about comes from however you're calculating when a strand is isolated (not connected to anything). Somehow it's being calculated wrong in these giant web destruction rampages, destroying large sections of the web that are still perfectly well supported while at other times also leaving behind "corners" (where two strands meet at a sharp angle in midair with no other support) and other impossible oddities. The overall effect is to make the game much less predictable and much harder than it should be.
"But the game's not even finished yet! Look, we still haven't even made images for half the cards! And there are tons of bugs! And the graphics look terrible because it's all horribly aliased resized jpegs! What's that? Upload it anyway? Well, ok."
Pretty cool game. It kind of carries a high risk of repetitive stress injury, though. Why not have, say, the ability to hold down the mouse button and roll over multiple insects to add them to the eating queue, and then holding down a key to make you spin web strands instead?
I'd also appreciate a little bit better warning when my web is only a fly away from a catastrophic chain reaction that will leave me with two or three web strands in one corner, and maybe a better way to tell which sections of the web are under the most stress.
I can see how this game is a little easier than the last one, but I think what it comes down to is that there's more deductive reasoning and less trial and error involved, which is a good thing.