So, the tooltip that tells you what it does doesn't show up until you click, which actually does it and charges you? And, the tooltip that tells you what the building is doesn't show up until you click, but that moves the map so you probably didn't click what you though you did?
How .. what ... I'm causing kidney failure and hemorrhaging and fever and vomiting and diarrhea and more, 5.8b of 6.3b infected, nr of deaths? Zero. Total.
Another way to break walls is to stable-stance (space bar) swing a good weapon. I thought the way to the 5th quarter was through the battlefield too. Only after I finally beat it was I forced to figure out I'd forgotten the "attack from tower" softening-up. That last battlefield is hard for me even with max upgrades.
Am I the only one frustrated by the lack of a "lead" target priority? If there's one monkey on the map that can target lead, you'd think you could tell it to target lead.
If there's only one thing on the map that can pop lead balloons, it'd be nice if you could tell that to target lead balloons even if there are "stronger" balloons.
This would be a good improvement on 3D Logic if it rewarded shorter paths (or even allowed you to try to improve them), but as it is it's an ugly 3D Logic with a crappier UI and careless progression.
Survival mode's the game, campaign's the tutorial. This is surprisingly impressive -- though I'm sure I've missed more recent ones, last time I saw a game that punished bad tactical formation this fast was Myth II, the TW series lets you pick your fights, this ... doesn't. You're going to die, and the only thing left to fight for is glory. Rock.
Liking this a lot. UI frustration: 1) before hitting start you should be able to sell at cost, 2) help panels shouldn't reappear when you restart from within