ideas for sequel perhaps - this game is a bit confused about what it wants to be - you have heroes which can be used in manual view, OR towers which can be used in city view, but you can't use both at the same time - perhaps removing the heroes, and merely allowing the player to control ANY turret, with standard damage but unlimited ammo (i.e. same fire rate and restrictions as you'd have if you didn't control the turret), and some means of activating buildings from within that view manual-control view
fantastic concept! only moderately good implementation.
must haves: minimap in manual-tower-control view (so you know what else is coming, and also which DIRECTION you're facing - add a corresponding line-of-sight wedge to the map), smarter targetting AI (target the unit closest to exit/longest time on board, rather than... whatever it's doing now), less obtrusive buildings (i.e. just make the turret hover higher over the edges), an indicator that a usable building has been used (currently the animation keeps going even if the thing has been activated and is recharging), and for heaven's sake a low-quality mode for those of us with ancient machines. i think that about covers it - fixing these things in will make a pretty awesome game into kong's all-time best!
awesome game! but some more info would be nice in the HUD: the % chance of zombie overrun (which changes each round, forcing me to re-visit the police stations), the available options on buildings (so i don't have to click each one to see which one's ready to be reclaimed - and when expanding in numerous directions at once remembering becomes a hassle).
to get 5 stars, get 1,000 points. to get 1,000 points - find something that resembles your perfect guy from the start, make sure he has good traits, and ruthlessly chase down every diamond, rose, chocolate, and career opportunity on the board. also avoid killing him, having him stolen, dumping him, etc.
got hooked up around 18, and with +27/round for romance bonuses ended up with around 1200 score.
good parts: tanks don't die! bad parts: it really is very slow... also keyboard aiming takes forever (power gauge needs speeding up considerably), and the loot continuously spawns on one side of the board, it seems like (either left or right - once it starts, it sticks to that side)
much less fun (and notably easier) than Valve's Portal... but so is everything else :) it's incredibly performant (uses ~10% CPU; most medium- to high-end 2D flash games use 50-75%!), is well-designed, and in general is an amazing work of... er... flash. 5/5.
please change the heavy/medium/light attacks to show how much damage they will do in the current fight - i genuinely can't understand how the damage is being calculated (at high levels, it LOOKS like light = weapon/3, average = weapon/2, and heavy = weapon, but then the to-hit % distribution makes no sense, and some monsters have insane quantities of armor (i piled something like 40-50 +pierce on myself and still do crap damage vs the 75-HP monsters)
please change the inventory so the items don't jump around after you upgrade! argh! (either leave holes, or re-number the slots so 1 is always in the top left after each upgrade. the current system is god-awful!)
game needs: 1) more logical puzzles. e.g. the third one in the Journeyman section cannot be solved with logic alone. 2) a differerently-colored "blank space" marker - sometimes i KNOW nothing can be in an area, it's nice to be able to mark it as such.
incredibly laggy - even without the "configure keys" option, and with quality set to Low. and then of course it starts hammering out all those lagged-out keys at once, ruining my rating even further!