Ehhh ... awesome, clever puzzle game until the last two levels -- creative design turned into maddening click-racing which just doesn't fit the style of the rest of the game. A little bit of flash lag made the last level completely impossible; even though I know what I'm supposed to do, I can't click fast enough, especially on a laptop. What a disappointing end to an otherwise great game.
Probably just my laptop, but the numbers of onscreen enemies made it unplayably laggy even at the lowest quality setting, grinding to a complete halt at times. What I did play was pretty fun, but it was a bit of a mad clickfest when I was using the pistols. A game like this should just keep shooting when holding down the mouse button, even for semi-automatic weapons..
@hithere: The simplest solutions that easily come to mind are 1) make the money pick up a little faster rather than following your mouse around for several seconds, and 2) give some time after destroying a village to collect the money you've earned, which sensibly could be until the zombies you have running around drop dead (giving more value to the "lifespan" stat as well).
Money-collecting issue aside, it's a fun game and a funny game, and the addition of l4d-esque "hero" zombies added to the game, as did the map and various places in the world. The regional quirks and non-PC jabs added to the humor. I'm not sure if the bad spelling and grammar -- in English as well as in other languages -- was intended as a joke or was simply oversight, but I was annoyed by it nonetheless. 3/5, with 5/5 potential if the irksome gameplay issues are *ever* resolved in this series...
This has the same problem as every previous game; when you finish killing everything the end screen pops up much too quickly to collect all your money -- especially since moving your mouse over the money isn't enough to pick it up, you have to wait a second for each little coin to make its way to your mouse. I felt like I was being ripped off every time I destroyed a village ... and how many levels of upgrade are there for each stat? I tried to "milk" my last city, Ottawa, for enough money to max out just one stat, but I destroyed the entire world before I collected enough money for even that -- owing largely, I wager, to the same problem of not being able to collect all the money I earn. Counterintuitively, killing people more quickly and destroying villages ends up being bad for your score and for your bank, which imo is just poor game design. Just as it was in every previous Infectionator game.
I don't know how many times I leveled up something by accident in the middle of a fight! There should be a "new level available" indicator and pick your upgrade from the pause menu, or at the very least make the upgrade menu use a different button than the one I am mindlessly spamming for pretty much the entire game!
One thing I forgot, it's also very annoying when more than one part drops during a fight and you have to pick one to take back and equip. It would be very nice if you could a) bring back more than one piece at a time, b) instantly 'bank' collected ship parts, or be able to do so at the base in each area so they aren't lost when you switch areas. Alternatively, one piece at a time wouldn't be so bad if you could "preview" the pieces to at least see if one of them is an elusive "+2" ship part rather than just crossing your fingers and hoping you brought back a good one.
... all that said, it was a fun game and I found myself still playing to collect weapons long after actually beating the available missions. Aside from a few bugs and annoyances in the shipbuilding and button-managing departments, the game was pretty fun overall. 4/5
A bit buggy, especially when you get into huge ships with more parts than will fit in the skill tabs...my save royally screwed up and I lost a lot of parts, particularly "rare" ones I haven't been able to find again. =\ Would be nice, as people have mentioned, to be able to manage skills and button bars better, rearrange buttons and move them between pages, and to have certain skills (core heal, shell boost, energy boost) fire automatically or at least be able to trigger multiple effects somehow. I ran out of room for skill slots and trying to rearrange my ship so that like skills are on the same page is more than a little bit of a pain. The last three buttons don't work with shortcut keys (0 - =) as I would expect them to.
Or the third way, leave the base alone for a while but control all the extractors and collect a bunch of power, then spawn a full army of heavy drones and send them all at the base to distract it while you take it down
bahhhh my save messed up and all my saved parts are missing, parts of my ship are missing and what's left is scattered all over the place ... too frustrating to keep going now. =\ All that's left is a picture (not my most recent build, but the only picture I have: http://i46.tinypic.com/2vxj2nk.jpg)
I'm not being silly; you're not explaining things clearly. So the points are based on the amount of damage you do, *up to* the HP of the monsters that you kill, plus any extra damage you've done to enemies that weren't killed at the end? That doesn't explain why, when I run the very first level with 25 of the exact same enemies, I get slightly different scores each time, or how one can use this information to make a score higher unless there are a mob of enemies on the screen at the very end of the round.
Well, later in the same paragraph: "This does NOTHING to your score. It increases the ammount [sic] of damage you do." That somewhat contradicts the notion that the damage you do IS your score...
So...how, praytell, do you make your points go up, if it's not affected by accuracy, repel, or damage? Is it points per hit, in which case you need to counterintuitively do *less* damage and kill things more slowly to "milk" your points? Is it luck of the draw based on getting enough of the higher-point monsters to come out? Something's missing in this equation...