hate the stress system. The protector shouldn't keep doing a type of attack if the enemy is clearly totally resistant to it. Hate watching my player uselessly cast spells at an enemy who has great magic defense while the enemy is weak against physical attacks. This is made worse when the enemy has good hit point regen so that the useless magic attack actually allow the enemy to quickly recover from the physical attacks. 2/5
responding to the developer. My idea for making picking units easy things other than smartphones would be to simply give us the option of giving a number to each unit or a letter if there is too many for 0-9. That would fix the overlap and if the map centered on the unit when the key was hit would also reduce time waster scrolling to view units.
Idea has merit, though I'm really trying to work out a mobile version solution. I am working on a slightly different approach, you're feedback is welcome. I'm thinking users could double click anywhere (or perhaps a 2 finger touch) would begin cycling through all the visible units, scaling the active one for a second then going to the next one, and then the next, while fading out the inactive units so as to make it easier to select the one you want. Perhaps pausing the game while the units cycle through. What do you think?
the inability to select units when they overlap and the general iphone-centric controls drop this from 5/5 to 3/5 for me. It would be nice to own the units and upgrade the same guys between levels. The cut guys are so slow that they end up not having any real benefit on some of the levels.
true, it is developed for mobile devices, however I haven't been able to find a great solution to the overlapping units problem. I don't like it either, if you have a better solution then swapping their depths on click/touch, I'm open to it. As for the upgrade system for units, I had planned to do that but after 6 months of work on this game, my wife simply won't give me the time to throw another couple of months to incorporate that into the game. :( Maybe once it's successful on mobile device and I can get paid for the work I've done so far, I'll be able to create a version 2 of the game.
So the developer responded to my comment that it doesn't make sense for a world full of maxed out herbs and l.herbs to be wiped out when a single not evolved predator is added by saying they weren't ready since the evolved without predators. That makes sense in the real world but in game they had the max of their characteristic that evolves. So a 100 max spiked l.herbs shouldn't all die when a level 1 predator is added. It makes no in game sense.
maxed spiked large herbivores are completely ignored except by max sized predators. did you have a different experience? please elaborate, i don't think i understand what's happening. are you saying that spiked herbivores were eaten by small predators? because that doesn't happen.
game ending bug. Hit send on rescue mission with nobody selected to go since only had 1 guard. The little pop-up said "are you sure?" Hit Yes. The game froze at the night scene with no battle and no buttons to advance. 2/5 for game ending bug but possible 5/5 if that is fixed. Also food is way too hard to get in early game.
Annoying bug. I can't get the number 15 upgrade to stick for my charger. It lets me select it and takes the point but the upgrade doesn't light up, isn't there during battle, and is not picked after battle.
Hmm, even putting one predator in a world full of herb,l.herb,and omni that have had generations to evolve ends with predators quickly wiping out everything.
yeah, generations to adapt to an environment that has no predators right? it would follow then that they are unprepared for the introduction of predators in that case, wouldn't it?
Idea has merit, though I'm really trying to work out a mobile version solution. I am working on a slightly different approach, you're feedback is welcome. I'm thinking users could double click anywhere (or perhaps a 2 finger touch) would begin cycling through all the visible units, scaling the active one for a second then going to the next one, and then the next, while fading out the inactive units so as to make it easier to select the one you want. Perhaps pausing the game while the units cycle through. What do you think?