all things considered this is rather well done! being actually pretty heavily customizable is HUGE, HUGE I say, though admittedly I haven't figured out how to get my *initial* caster to actually bonk people instead of shoot stuff but that seems largely unnecessary. If this were expanded *and maybe without a time limit.. or a longer one who knows* I'd probably play it. I mean I'm playing it now so.. I guess I'd... play an expanded version.. harder?
so what I'm saying is, maybe show if not extra equpiment *because admittedly some surprise is necessary* anything that's plainly visible should have numbers attached to it so we can figure stuff out. I can see a dude wearing boots with some type of rifle? I should be able to click on him and see his movement and attack range. and maybe where he'll spot me. Health values too, a gauge may not always be specific enough, especially since you HAVE numbers in place for showing damage.
also another issue is that some of the levels? stuff that happens is down to just screwing up and going "well, cant do THAT." why for example, can I basically sneak RIGHT up to one enemy without at all being noticed, whereas another can turn and go "GRENADE LOL." and instakill one of my dudes from a MUCH further distance? how am I supposed to know the range at which enemies will and won't attack even if I'm not sneaking up? I get that you're trying to make this tactical, but in games, if you want to be tactical, you actually have to have data to work with to make decisions, and changing variables *in so much as how enemies react to some things* and unclear enemy motivations/capabilities make it less tactical until you go through a level X number of times and just memorize it all. which is tedious considering the time spent on levels.
there is however a few areas where you can set up lines where I'm almost POSITIVE you aren't intended too. 7-7 for example, I can connect the lower four data circle with the receiver on the right through some manipulation of the line and good timing, ending up with a line going right through the data wall.
I don't know if you intended for there to be offline progress and then changed it, or if you originally didn't intend for there to be offline progress or fix it, or if there was a mistake, but there seems to be no more offline progress.
Also the ceiling of the area is too low, making even shots that are UNDER the optimum angle almost guaranteed to make you meteor, when ultimately you'd get more distance hanging JUST below that as long as possible, at least reliably more distance, I suppose a number of lucky ground hits might affect that.
Hey! We just did an update where we've increase the height of the ceiling by 50% and if you fall down, you get a boost of speed. Hope this will do the trick!
so, I gotta ask, why would you make a game that is, for all intents and purposes, the exact same as your previous launch games but even MORE reliant on a mixture of luck and excessive grinding? it's not like you're coming up with an epic story that must be conveyed to us through the narrative of a launch game, which would be forgivable *to an extent*.
Yes, the game is highly inspired by Berzerk Ball. In fact, a client asked us to make a clone of Berzerk Ball 2. If you remember what happened to us in Sept 2013, you'll understand why we had to take the deal :). However, we didn't want to just change the visual for a quick buck, we decided to make a full stand alone game instead.
And yes, we designed the game to be a little more about luck, Berzerk Ball 1 was designed that way and got easily 20x more views and better ratings than Berzerk Ball 2, which was more skill based.
As for excessive grinding, did you played after we dropped the prices?
Bottom line, we can't please everybody, but we'll sure keep on making games to please a maximum of players. :). Cheers!
it's interesting, and if I were more competent at understanding the rune system, I'd probably enjoy it a bunch more while simultaneously thinking it could USE more.
the main downside is you don't have all the different types of buildings/features that would logically exist, I understand putting say, every type of store *electronics, home supplies, whatever* under the same store heading. swamps for example, can't make 'em. or a Vet, the poor people have no place to take their animals! and don't even get me started on the lack of adult entertainment oriented businesses.
yeah- you NEEEEED to speed this up. faster animations, LESS animations *do I really need to see them walk into/ out of the dungeon? do I really need to see a number fading above the enemy rounds to attack counter every turn? do I NEED to wait for it to finish before going?* etc.
this is waayy worse then the previous entry in the series. this type of game should NOT have been made a multiplayer game *I won't even get into the currency purchasing cash grab.* because sitting through long levels to then GRRIIIINNNDDDD FOREVERRRRR is just about the worst decision you could make for this game series. add on the life system *WHYYYY* and various other issues and you have a series of poor design choices culminating in something not really worth playing.
Thanks, sounds like a glitch, we'll look into it :) please let us know if you find anymore!