A cute game, but in spite of being warned that some buttons and keys should not be touched, the only time that becomes a problem is in the rooms where those warnings exist.
This game became a "I'm going to beat it because I'm stubborn" game. It just doesn't bring a whole lot of fun to the table, too much like other similar games, and restricts you to set pathways.
Last comment, I promise...occasionally the daughter is located, and she's hanging from the cieling by a noose, dead. Doesn't affect gameplay any, it's just a little odd. :P
It would be a good idea to either make melee weapons work while occupying the exact same space as a zombie, or make the zombies stop one square away to attack. I've had a few incidents where I've died simply because they got on top of me and I couldn't move away from them.
Cool game, otherwise.
Interesting, but needs better resource-recuperation balancing.
It's also a bit ridiculous that you can be doing fine on one floor, go down a floor, and get slaughtered by four creatures.
Nice soothing game, nice music, but you need to monitor the compression and clipping rate on your music a bit better. The highest notes vibrate mechanically and can be rather irritating. 4/5.
Amusing game, it's easier if you stock up on Speed before worrying about tank capacity or jet stream.
Jet stream increases your range, but not the speed at which you rise if you use it as a jetpack, which is kinda silly.
Easiest way to make sure you get your coins AND your score is to rush the fire, extinguish everything but one flame on one block, then go back and forth between getting coins and keeping the isolated fire under control.
Seriously...when you get all these chapters done, I want them ported to GBA format so the whole thing can be played off-site. :P This is awesome.
A few thoughts, having played about 20 hours:
Characters die fast, and it's hard to use single-target buffs. Maybe group them into a "Free Action" category? Something you can cast one of per turn, that won't take up your serious action.
Also, Regen is nearly useless. It heals for a fraction of a hit, and fades after combat. Maybe make it persistent for a while after combat, and trigger every few seconds, like Poison does.
Magic Shield has a serious trade-off to it, cutting all healing you do by 2/3rds. In effect it doesn't actually protect you, it just slows down the HP trading, and it becomes a serious liability against bosses. I'd at least turn that reduction down, though maybe not remove it entirely.
This game is turning out to be awesome, I love it.
only problem is, I'm trying to make the Inventor's claws so he can do something other than fire damage, and the only vendor who sells bronze swords is currently having an existential crisis about his dead son. ._.;
Bug:
1.) Buy gear
2.) Drop new gear on top of old gear you're wearing
3.) Sell old gear directly without setting it down in the inventory
=
The item will stay in your "hand" with a N/A on it, but you'll still be able to sell infinite copies of it to the vendor.
You might want to look into fixing that, I don't know if it's the same in Mardek 3.
yeah...with the Catacombs...this whole "Unmarked hidden doorways", "Telling you to buy a map, but not telling you _where_ to buy the map", and "Spend hours randomly clicking wall sections" thing isn't really working out.
Just gonna skip to Mardek 3 before I completely frustrate myself out of wanting to play.
the concrete level cap would work fine if this were a more skill-based game, but a good deal of this is dice rolls. That and the ever-shrinking pool of draws have me giving up right around level 2-4.
Fun concept, but needs a little bit of balance and accounting for randomness.
Additional bug: if a tower occupies a space where multiple bases overlap in influence, if one base goes down, the turrets in the shared area despawn.
Also, it took five towers and constant assault to overwhelm the opponent in the last level when teal occupied the chokepoint.
Also, the component of massing reserves at a base loses its meaning when the number of creatures that can attack at once is capped and set.
Interesting, but typical for an "invasion" strategy game. The addition of towers don't actually do much for you; the cost of placing a tower is prohibitively high, and the towers themselves are ridiculously weak compared to the mess of enemies you have to defend against.
Combine that with the path-based system, which removes a lot of the strategy involved in a game like this, and I think the game winds up somewhat weaker than most games of its type.
3/5.
Seriously, seriously needs autofire on the main-cannon. I'm getting tired of clicking by about mission 6. Also, needs an option to go from the upgrade screen directly to the next mission. Bit of a waste of time to have to go through the splash screen at the main menu to get to the next mission.