The Shaman's mana regeneration NEEDS to scale upwards with the mana increase. I get the % of total to balance Shamans out, but having 10mpr regen constantly doesn't 'balance' things out, it just adds an extremely annoying aspect, I'm having to wait 15 seconds for my mana to restore between fights at only level 10, I shudder to imagine higher levels. It doesn't balance gameplay, it just adds an extra period of 'waiting' that other classes presumably don't need
Definately needs more of a tutorial. I have no true idea what buffs do, why I should care for a 10% higher cap or why I should waste a perfectly good attack in order to 'defend'. Or why I should waste a perfectly good 70% light attack for a 20% strong attack...or what the percents mean, are they a chance to hit? or a ratio of damage?
etc etc. Good game, I always love the graphics and gameplay styles in your games, but this NEEDS a comprehensive guide/information. It's something sorely lacking in most flash rpgs
@ SMa2 clearly you're far too young (or a mum) to understand. The net is dangerous for morons. Stupid people get robbed. Buying things online isn't a bravery contest, it's the norm. And irrespective of that whole point. The weapon packs are minimally more powerful. Sniper does 120 damage, Area Shot does 120 average and it's possible to hit in the hundreds with flowers and cactus.
Excellent game, the difficulty ramps up at the perfect level and I support the above ideas for extreme modes.
One thing I would suggest is to alter the 'super-turrets' targetting, they always shoot at where the enemy is, meaning they always miss moving targets, even the slow moving people. Make them target in front of the enemy to always hit, and set them to target different enemies rather than both focusing on one
Stunning, right from the Tank with a Halo. Simple story and simple controls. Very crisp graphics and the little things really add up. Personally I LOVE the hyperspace 'jump' the spaceships do to enter the field. 5/5 Bravo!