Is my screen weird or am I supposed to have an extra quarter inch of space all around the edge of the screen where I can see *perfectly* before the HUD begins? It hurts us. Blinds us it does.
Ah, I understand now: When you jump, you automatically jump 1 square in the direction you are facing. The fact that it looks like a platformer is just confusing my well honed Super Mario Bros. reflexes. The slow actions don't help much either.
Remove the lag (there is a small delay when you press a key to when they start moving) and don't require us to turn around every time we want to jump. It is really really irritating and probably why so many people are struggling with the controls. Other than those two things, nice game.
Mmm, it looks like emitter output, as it increases, also increases the chances that a creeper emitter will swell, and how far out it will swell. Prepare for this when placing blasters by having some that you are prepared to lose, and a second or third ring behind them.
Ok, with survival mode, we definately need a "super speed" button. After an hour of setting things up, I want to know how long my creation will last, in less than 5 minutes. Also seems to run a bit slow once I have the screen filled with my reactors and speed nodes.
I'd also like to be able to turn off survival. The auto-on at 60 minutes is kinda mean unless you are really, really prepared for it. Ruins some of the nice slow-paced crushing ultimate win feeling.
Finally, why not have a "maximum emitter output" for highscores? I wanna know how well I my base did compared to others.
The Final battle the easy no stress way:
Use Last Flake; max out regen & health. Use bite when available, normal attack otherwise. Be prepared to wait. If you're impatient, use all the other characters with skills maxed for damage (i.e. all ultimates.)
Needle problem still occurs. Also, isn't Last Flake's ability Acceleration a little redundant (actually, inferior to) attack? Both slow needle down by 5%, except attack gives you 10% slow a pop AND increases hit area.
Great game.
Wish list: Cancel Orders button (without this the no auto-end option seems pointless) ; ability to select/look at unit stats that have received orders; undo move for touchpad people ; speed up enemy turn ; zoom in/zoom out ; bigger font or more eye-friendly stats ; more description of stats/abilities (i.e. medkits) ; hotkeys for: end turn, select unit, rotate map, defend, next unit, prev unit; increased difficulty or reward for finishing under a certain # of moves; and finally a sequel because this game ends on a wimper. "A lot of creatures? Cool! Wait... I only see one. Must be the next level. Oh, it's over."
To undo skill point allocations: Start a mission, then exit to briefing screen. Equipment buys and stats will be back to what they were just after the last level was finished.
Only two things about the game that I can gripe about: Hotkeys & View. M and P don't seem to work; It's also a long way for my ADD fingers to travel. I'd also really like a simple undo key for those times I click on the wrong territory and add one too many armies.
View:
The windows often pop up with 50% or more outside of my viewable area. While this is only annoying on most things since you have excellent default selections; it kills me on graphs and map reading though.
Awesome game, exactly what I've been searching for.
That brings up an interesting question. What kind of archipelago is this that lizards scare the crap out of giant floating skulls that have glowing eyes?
The baby pixie is the superior pet. The baby pixie restores 4 mana per 6-8 secs, one poison trap (10 mana!) deals ~150 dam (7 L1 boulder shots) to 5-8 monsters and hits flying. Two traps take out medium and big monsters or weakens them enough for a spear tower to take them out. Fully maxed trapper skill gives 9 poison per level without pixie, and about 16-20 with. That's an extra 900-1500 damage. Compare to the lizard: He saves you 100 gold. The Loomi: Less walking.
The message is clear... Glowing floating skulls kick ass; Donkeys and lizards suck.
You don't need to know what you are doing with music, if you do know, then your levels will have nice background music.
Each of the sectors labeled on the screen gets a tower when a note is played corresponding to the name of the sector. Just hit at least one of every note. More than 1 of the same note changes the type of tower.
Strategy is: Hit at least one of every (non-chord) note so everything gets an arrow tower.
I was confused by the tutorial, because I am stupid, hope this helps someone.