5 stars for not including compounding escalating cost and diminishing returns, the 2 most irritating features in idle game.
No click-to-increase-blood also disallow auto-clicker cheat.
The designers have spent lots of thoughts in this. Kudos!!! Also a freakishly-lovable cat you got there :-)
Did anyone play test last area?
-every second there are more than 10 attacks that knocks you down. Stability level 3 is not helping at all. Either Stability gives full immunity to knockdown, or kevlar armour when combined with stability give full immunity to knockdowns.
I notice weapon attack power significantly decreased. Even fully upgraded tower with 3 weapons, full walls, all attack boosters have trouble fighting back. I always just let the raiders come in then do clean up mission later.
Previously Towers can rebuild with another weapon. Can we allow removal of specials that we no longer need?
My quick guess is you intend to release this on a touch screen. But when playing with mouse, I have few suggestions:
Default windows mouse cursor is too small and blends with background (white cursor on bright BG). Need an in-game mouse cursor. Always keep a faint shimmering line between mouse cursor and player avatar (like laser aim on guns).
This was suggested by Taintmaster earlier.
Total agree on the need for a timer or pause/click-to-start before start of level. Currently I am restarting level just to learn my starting position and opening moves.
Great game. Got all the core elements right, fast significant army growth feature not to extend of grind and dread. 5-stars from a casual cell game player like me.
The werewolf remembers to hold the cigarette in hand while he turn. Those attention to details. Love this. Lots of work putting in all the outcomes. Great work!
Great Game!! Love the open objective design. Just right amount of resource to manage, not overwhelming, doesnt get bored.
1. If you unequip chef's weapon (or swap out), it become police hat, a serious bug that ruin the inventory page: you can not get anymore new weapons.
2. Autosave on quiting game. When you have 60+ survivors, there are times when I am halfway distributing equipment and task when either flash clash (browser's fault) or I have to go off. If I don't start the battle, progress wont be saved.
3. Small warning when from certain day onward, you will be swarmed/ambushed during mission. Seasoned players already roughly know when they should keep a rescue squad on guard duty. Its still an unforgetable nasty surprise when I first played.
4. Show the risk amount during rescue missions. Currently I am only doing rough guessing when sending out rescuers.
5. When displaying survivors, allow sorting according to stats. The most important stats to sort (I guess) is 'Work'.
Great game!!! Fast to pick up with lots of party variety. Everyone can customize according to their play style :-D
Current Fav: 4 witches...insane killing machine, but very fragile.
Will try out other party setup. Cheers.
Great game! I don't mind it being a little similar to balloon in wasteland. Cleared in 2days 12hours 3min...not the best.
Upgrade Research to max, use pistol at pointblank, upgrade reload to at least level3, upgrade health regen to level1, finally upgrade plant grow to max. Start reviving the tree. Get Handgun then Sniper Rifle ASAP before final fight. During final fight you can still use the lab whenever there is chance, upgrade money bonus to max, you will eventually buy X-ray gun or Minigun. Health regen is quite useless, you can buy health easily. Accuracy can be compensated by firing point blank. Using lab/reviving tree while reloading is most important time saver.
One bug, not sure if intentional. After you sell back any tower or unit, the cost of creating next one does not go down. Is cost of creating new tower linked to total current number of tower placed?
It a great game overall, a lot of features and content. Very impressive.
-Nice story ending major letdown, after insane struggle, everything for nothing.
-Game is unforgiving (replayed 3 times). Numeric stats should be given for heroes and units. Player then able to weight cost effectiveness decision.
-Additional parameter on enemy difficulty level will be helpful. Example: "Enemy Level 3 - enemy all stats upgraded 1 time, chance of elite units appearing, etc".
-Still not sure what a trap is for.
-On battlefield, leave faint guiding line so player know clearly where the lanes are.
-Click mini-map, another map window appears. Unnecessary.
Programing problem:
Play game, save n exit, continue,
-Arrow key map scroll gets screwed up.
-Enemy unit number resets to maximum.
-Trading limit at market removed.
-Strategic move usable again. I exploit this making heroes work overtime.
Keep up the good work, cheers. :-D
Nice graphic, good gameplay. Don't see any program bugs. Well done!
Flaws:
1.After completing campaign, ask player to save. I started new campaign, did not save previous completed campaign, lost half campaign progress. (My fault assuming game autosaves for me.)
2.Starting new insect campaign not clear. I actually 'load' an empty save slot to do it. 'Start game' brings you to current level in campaign.
3.Same as BW1, speed is useless. Not sure what agility does.
Its tough balancing game (fixing fast bees may accidently make it overpowering). Perhaps losing level, game turns difficulty down at cost of star?
4.It will be nice if someone explains criteria for getting stars.