(2/2)
I'm unsure how much my survivor RNG influenced how quickly I overcame the skill curve. I only let a few enemies through a few times; for just a few rounds my skill was truly tested by needing good accuracy, esp. headshots, with a bolt-action primary with either a handgun or an SMG secondary clean up when multiple had gotten very close. But I never went below 90% house HP.
Once I got access to an assault rifle the game got much easier (although getting better and better at head-shots at a faster rate was satisfying); I opened with the bolt action and switched to the semi-auto gun after the first clip or two as the enemy density for the level ramped up. As soon as I had a second semi-auto gun I became invincible (the last several levels may have been more difficult without a firing assistant, but until the last few rounds I wasn't even going for headshots strictly because I felt pressured to-- it was just more fun.)
Good fun for at least the one playthrough for all the badges. I may come back and go for maximum headshots/no AI allies/no mines someday.
The machine guns are overpowered, because it's far too easy to fire a single shot at a time; result is a slightly less accurate assault rifle, but with a clip over 6 times as large. That said, I nearly approximated an infinite clip by using two assault rifles on semi-auto once I realized I could put any survivor as my shooting assistant.
(1/2)
I seem to be able to fly at full speed when my fuel is 0. There seem to be no consequences other than that I don't have to worry about or pay for fuel. This seems like a broken piece of content.
Personally, I wouldn't have the control scheme any other way. So rather than changing the default in the future, just include an options menu with a check-box for y-axis inversion and a list of customizable key-binds. I think there is a lot of potential here to create interesting puzzles with what's already here: leaving the light off incurs danger from ghosts, but leaving it on is impossible and when it is on it incurs danger from robots. The only mechanic to add in later levels that springs to mind is creating something that functions only with a certain colour of light and a set on non-linear checkpoints that change the colour your candle burns or set off a fuse/emit a burst of a color, temporarily powering mechanisms color-coded to them.
A complaint: Armour and resist read as though they should prevent damage from creatures like fire elemental, but they do not in fact work on this source. I wouldn't be surprised if armour in fact only worked on combat damage while ward worked on everything. Please either make the ability work like it reads or change how it reads.
SPOILERS?? :Is it just me that sees a couple of Dr. Who elements in these games? Between Synopsis 1 and 2 there's time travel and clock imagery, the london blitz, a guy in a gas mask, T.V. heads, a phone booth... maybe more, those are off the top of my head after playing through both. Also, after I noticed this I looked at the creator's art and there's a picture of the companion Rose Tyler in one of his pictures... in a room with the phone booth.
You say all the buttons return unearned badges, but I have earned the badge "illusions of grandeur" badge but that was returned when I clicked random easy badge...
@lynx45678. Actually you could play fractal on a virus to get virtual coppies to use in that game, but if he just means drew 9 in a row, then no it's not possible.
All the "random X badge" buttons return unearned ones.