I know that one thinks that part of the fun comes from discovering recipes but MY GOD is that not true. At all. Wow...........Every item needs the recepie clearly stated and every item needs to give its location. Maybe you have to buy the info by selling resources. Because without the info you don't know what you need and you have no clue what to do with what you have....... Worse yet I have to test out EVERY SINGLE combination out. I just discovered gold so I have to test it against every combo.........If I had the recipes and item locations I could actually progress.
This game was really awesome. The controls made sense and there was enough background detail to memorize throwing patterns. The bonus missions are a great way to force the player to be creative and gain extra money........It says 2 shots when it should say 2 actions......Even the final boss was cool and works really well with the game's mechanics.
I choose to believe that the main character's power is the ability to stop time for certain things. This way he reduces damage to himself and explains why the guards are still. But if you run out of ammo the player has to move and start time again and the guards beat him up.
A very enjoyable game with really great enemy art design. You can tell what each unit does and how dangerous it it................You can sometimes get into bits where the only way to win is to power up but later on there is more skill........And I very much appreciate the checkpoints. Too many power-up games make us redu long sections.
Pro-tip: use microsoft Excell to help you out. Have a collum of the number in the game, another collum with multipliers/inverters and then multiply the two collums and then take the sum of the third collumn. Chance the multipliers/inverters until you get a number divisible by ten. You will eventually need to chance the first columns values by combining some starter numbers but this still helps alot.
That's a very thorough approach - original thinking endplanets!! However an alternative tip is to make 10s where you can see them until you have less numbers to worry about (maybe four or five different ones) and then you can often work out the math problem, especially with use of the undo button :)
This game is really fun. The art design is great (as always) and the enemy types are cool.........The strategy element is fairly weak. Units can go over black tiles and pass over enemy units. And most enemy units have like 5 tile moves. As such the enemy is basically always in your face so positioning your troops is kinda pointless aside from reviving ........I have no clue how the game chooses who goes first...........I don't get why my guys need to open a chest before killing a bad guy rather than just open then afterwards..............The only thing this game needs desperately is the ability to move first and choose where our guys start (and where skeleton minions spawn).
I got to the spider layer on normal and the Evil awakens. But since the Evil's model is so huge I literally could not tell where my guys were and suddenly got ambushed by a tentacle unit I didn't see and everyone dies and I have to start over. This happened TWICE!
Hot damn, this game is fun........................While the game is fun and intense it is also an absolute breeze. You either win the match in the first 7 seconds by claiming convenient planets, or you have absolutely no hope and give up. While I do like the shields that protect a planet it is also a huge game tilter because if your ships are a second slower they all crash and you lose all of your ships. The enemies are vultures who attack the planet you want the second you send colonist ships. As such you have to send all of your ships at once (what I did was transfer all ships to the planet closes to the target) and hilariously the enemy would all attack the planet I had and they would all die. As such almost every fight is me restarting the map once or twice just to see which planets I could take.
The game is intensely fast and sits on the razors edge. Granted I still beat every fight with ease, but I knew that if I was off by an inch I would get crushed (and the few times I did make a mistake I got destroyed)..........The mechanics work extremely well and the controls work well. Though some players might prefer dragging the mouse and enclosing planets in a rectangle. Likewise it would be cool if when I held down the space button it would launch all the ships rather than half………The enemy types are something I did not expect but was very welcome. They have cool portraits, unique in game designs (which lets us easily know who they are in a fight) and they have memorable super powers........
I don't really get the point of the leveling up system. Since the prices of the upgrades go up dramatically and every upgrade is vital the player just chooses the cheapest one. The player only has slightly more choice in leveling up than in Final Fantasy 13. If the game had the price go up just a tiny bit I would have put tons of points into speed and attack. The only reason I can think for this leveling up system is to give players having a hard time beating a level a way out. Normally this would have been great since it is infuriating when you hit that one level you just can’t beat. And while I steamrolled this game I can easily see some people having a hard time with it. And I never had to redu a level and I still got the max upgrades (which is actually kinda nice)…..
The biggest problem with the leveling up system is that I have no bloody clue what my attack power is. When I see a planet with a defense value of 100 I have absolutely no clue how many guys I need to take it. Likewise I have no clue how many of my guys I need to take an enemy planet so I just kinda bum rush the enemy. This also has the disadvantage of making the invisible Jova pointless since even if I could see how many units they had I don’t know how many of my guys I need.
In terms of replay value almost every fight plays out the same (claim good planets, rush big planets when the shields go down) but the purple guys (Findra) really throw a curveball and forced me to pay attention. If an enemy killed them then I had to change my game plan on the fly. Very nice and fun……………Again, this game is awesome and intense.
Sweet game. It is fun seeing my guys surround an enemy and waste them.......Though I have no idea what each unit does and why I should deploy it in combat. The only with a tactical difference is the Alchemist since he can raise the dead..............I wish it were easier to merge ninjas. It is basically impossible to get 3 tier-5 minions since you can't loop a square around........I wish there was a way to have certain units focus fire on specific enemies rather than just attacking everyone.
I really dig the art style and the characters..................Sadly I only got to the Watch Tower after hours of playing, before accidentally clearing my browser's history. But since the gameplay was so repetitive and uninvolving I will probably not try again…………..I don't know if the player ever gains the ability to regain mana or straight up buy bombs, but I never did. Magic attacks deal way more damage than physical attacks and you can't regenerate mana. As such I never ever used magic attacks except for the bosses. This made EVERY SINGLE encounter with minions really uninvolving since I only used physical attacks. There was no decision making or strategy, I was playing on auto-pilot.
Now my guys could easily wipe out dozens of minions without breaking a sweat but the bosses would trounce them. Some of the boss fights would have me hanging on for dear life, even when I was using magic attacks. This sudden difficulty in challenge is very annoying and bizzare. I essentially don't know how well I will fare against the boss. And you don't get any data on the boss until you have killed it. Why would I want to know the weakness of a guy I have already killed. Do the bosses show up again or something?
I like how the levels are laid out, going from room to room, but the system is underwhelming. The rooms, be they ice or desert, are all the exact same functionally. No hidden loot, secret paths, special combat zones, unique mechanics or anything. You could spice up the levels by having secret paths blocked by super powerful monsters that only attack if the player attacks, or one room is icy/fiery/etc so ice/fire/etc attacks deal more/less damage, or some room have magic nullifiers so physical attacks deal more damage or visa versa, or have enemies with rare loot run away from the player. And instead of just a boring grid of cells the game would be probably be better off with a dedicated and understandable layout where the player is looking for keys or switches to unlock doors. That way the player gets a feeling of accomplishment, you get a memorable journey through an area, and you still get to explore as opposed to randomly bumpling through a bunch of identical rooms.
When you enter a room enemies randomly spawn. So I would just enter/exit a room until there was the number of enemies I wanted. This removes the dread and mystic of the enemies considerably. As an side; the most strategy I had in the game was finding ways to run around enemies to not have to fight them. And enemies spawn in rooms I have already beaten which makes the idea of clearing out a room pointless and it becomes very aggravating when I have to clear a room for the third time while looking for an exit. And by the Watch Tower the levels just become way to bloody long. Its something like 6 floors and each one has like 30 cells. It gets really boring really quickly.
You can use the wiki if you need help (there are plenty of links: in the main menu, ship menus)