I'm having a hard time with it. The game being challenging is good, but the creeps not following the path highlighted before the wave starts is very annoying.
Hm, I think this happens only with the lil' bluuls right? That's because the path is calculated from the position of the portal and the lil bluuls have a bit of velocity when spawning (for the visual) and when the velocity reaches 0 they calculate their path based on their current position which might result in a different path (not for all). They are the only the enemies with that pattern but they have only 1 health so they aren't a problem imo. Or is there another problem?
I'm surprised anyone could finish the game - I don't know if it's an update issue, but there are a few levels where the elements just get stuck - whenever there's a wheel, I don't get get a chance to complete the level even after a number of restarts. The physics are great, but the level design doesn't take it into account.
Interesting features: I'm getting less XP from killing two stages than on in the sacrificial chamber dungeon. And I'm not getting any XP from normal difficulty Despair.
I love the game mechanics, but I feel there's something missing - like I'm stuck in survival mode in a much more ambitious game. There should be checkpoints, or something more satisfying than just building up until there's too much zombie too handle. The way it is, the game is great, bu way too repetitive to be satisfying.
A few ideas: - Be consistent when naming bonuses (calling something a checkpoint in the challenge doesn't make sense if it's not called that in the description)
- Include info in the hub: how much points am I scoring during _this_ run (not the total), what position am I in, how much time do I have left (this is included, but in some font that has the exact same sign for 1 and 7).
- Don't just slow the game when the racer is slowed down: maneuvering should be easier when I'm crawling, and here it's not.
- Let us drive those damn racers, instead of having us switch lanes with a tap.
Looks like a race track, but your actually not driving, just changing lane - that makes the track very hard to read and react to, and since it's all about hitting targets on the way, it pretty much ruins the game. Too bad, since it was very promising, a good neon racing game without any upgrades but with good challenges and a fun soundtrack.
I can't find a reason for stars to appear with the level numbers - they're different shades of gold and stay the same wether I beat the game, keep a perfect health or fail altogether.
The "You're now rank N" window appears while the creeps keep coming, and I have no idea what levels mean in this game (is it a tower unlock? why call it "rank 8" when it's the second message?)
I'm now at wave 142 on level 6, but creeps stopped appearing at wave 20 or so, which was noted "wave 20/15", which is nice until it gets silly.
I'm guessing that the targetting isn't random, but it's definitely not operational at this point. SOme bugs keep being ignored by the towers.
Info on the next wave, stats on towers, better spelling, readable overlay texts, etc. would be nice, but playability has to be improved first.
I can't see my hitbox, which seem to extend indefiitely behind me, as well as cover half the area of Texas on both of my sides. Some enemy attacks always hit, so the only way to get the health bonus is regeneration. There's a "free bonus" video that doesn't work, some premium content that I don't want to know about, and the same enemies change their hp from one level to the next (what's the use of new baddies of the old ones change too?). Upgrades are barely noticeable, movement speed stays rubbish, coin pick-up system is insulting, nobody cared to proofread the text, the storyline is a mystery,THERE IS NO ENDING, and the 18,000 coin power that "covers the entire field" leaves a strip of untouched baddies at the top.
Good game overall, I'd have to remove one star because I get hit and lose money after the end of the playable scenes.
Pressed fast forward on the cutscene intro: game "loaded" for five minutes before I refreshed the page. Pressed it again just to check - same.
Also, the sound options don't stick, but that's not my problem since I won't try again.
Nice game 3/5 it could be much better with better speed management (x4 is nice but high-tech civs, catastrophies and locust are coming up way to fast).
Also it woulod be much more playable if the pop-up info wasn't taking up half of the screen - it's bad enough in the main window, but it makes the planet window unusable because I can't scroll down unless I spend a good three minutes closing pop-ups, and the extra tech window is pretty much invisible.
The game is impressive and all, and I sort of like it, but I feel I'm being punished for using my mouse: the bad guys don't seem to be getting tougher as much as they seem to be harder to hit, and clicking in the dark I can't really tell if they're evading or if my character is waving that axe in the wrong direction.
Scratch my precious report: things do show up and the scroll is active. It's just that things like commercial goods don"t appear in that window anymore.
Hm, I think this happens only with the lil' bluuls right? That's because the path is calculated from the position of the portal and the lil bluuls have a bit of velocity when spawning (for the visual) and when the velocity reaches 0 they calculate their path based on their current position which might result in a different path (not for all). They are the only the enemies with that pattern but they have only 1 health so they aren't a problem imo. Or is there another problem?