I like how in some levels you don't need to use everything that's on the board. It makes you think laterally about different possibilities to the puzzle. Good times.
I don't know why people get upset when they find out that something like this is a demo. It's like they don't want you to be compensated for a well thought out and excellently executed game.
Okay, fun game. At first. After you get the pattern of when to upgrade your income, etc., the game becomes almost painfully systematic and easy. There's no deviation in a successful strategy. I'm not sure how you could, or even if you could fix this, perhaps challenges in which the computer starts with various advantages, or even AI "opponents" who have different skills that require new play styles.
Secondly, how do you get the auto-income and exp+ skills? Do you have to have all the other skills first, and if so, what's the freaking point? By then I hope you can handle all the opponent levels, and you don't need the extra exp to learn new skills.
I liked it, though level 11 gave me a hard time due to the website logo covering up the little brick block in the lower left corner. Without being able to see that, I was very confused for a while. Might consider fixing that.
I love all the modifications you've made to the game, and thank you profusely for helping this game live up to what was initially just potential. Great work, and I can't wait to see what else you're able to come up with.
Also, rapid-crossbow+2 lv. 3 fire rate mods+lv. 3 damage mod=obscene.
It takes waaaay too long to get through the levels past about 60. It took twice as long to get from 60-80 as it took to get from 20-60. Getting money by that point is also ridiculously difficult, slowing the pace even further.
I can't help but feel a sense of vindictiveness in the design of the game, especially considering the scathing comments at the end. Still, a marvelous concept with great execution.
Quite fun. It's all about patience and taking advantage of opportunities, which I find more fun than the usual pattern recognition that comes with games of this sort. The random nature also gives a great deal of replay value.
It gets really boring after about twenty stages. Perhaps if it didn't take thirty of the strongest arrow to kill most enemies by the late game, it would be more fun.
I somehow ended up with negative space being used in my inventory. I had like seven cans of beans, a slew of bacon, a flamethrower, three fuel, a bear trap, and four or five cologne, yet I was using -2/75 space.
Well, I don't know if it was just me, but the controls were wicked unresponsive. I had to wait about half a second between commands, which gets really irritating when you're trying to turn and attack something.
The only criticism I can see is that the dummy count is almost always wrong. I'm looking at a puzzle that tells me there are four dummies, but I count ten. Outside of that, brilliant. So much fun, addicting, and very pretty to look at once you finish a big colour puzzle. I want to make a blacklight poster out of some of the finished puzzles.
Is there a badge for finally getting sick of shooting multi-colored circles and dying on purpose to see your badges? There should be. Anyway, good game, but it gets dull. The enemies are a little uninspired, as well.
The response time on clicking is slow and unpredictable. Sometimes I'll click and it will register just fine, others I have to click two or three times. Fix that, and make the different aliens more distinguishable, and this will be good.
Mostly just meh. It's fun enough at first, but it wears off quickly once you realize it's another half-cooked zombie game. You need some penalty for having to repair barricades, more interesting level design, and the dude needs to move a bit faster. Not a bad game, but not a good one, either.