This is good stuff. Run the dialog by an editor, though. There are places where things are really patchy or uneven, and I would have enjoyed seeing the characters develop a little more.
Wow, guys. Ripping off White Wolf? Really? Normally, I wouldn't mind a few influences. I like that setting. But I'm pretty sure you don't own Vampire: the Masquerade. So...why am I seeing Elysiums and Antediluvians and crap like that? You could have picked different words for them. Easily.
Try to get my approval up. Trying really hard. Almost there.
"Trollface recently visited here...but he didn't like it. As a result, your approval went down."
Ffffffffffff~
...has anyone else checked the creator's imdb? Assistant producer on half a dozen shlocky B-movie knockoffs. While B-movie =/= lack of talent, in this case it does explain the writing. Bobby, please hire a writer. There are many out there. Most of them are hungry. Good writing would VASTLY improve the gameplay experience of this thing.
Visual presentation is spectacular. Interface is crisp, but unexciting. Writing is weak, and feels very stereotypical for what people who haven't read comic books think comic books are like. Design has a few hiccups, but an interesting basis. I like puzzle-combo fighting, but the grid is tiny and there aren't enough ways to tip the odds creatively.
There are some serious waypointing issues here. I keep telling my men to proceed along one path in a multipath map, and they either a) ignore me entirely, b) try to follow out my orders, but get distracted by a shiny, c) follow my orders, but in a stupid way, such as walking back and forth over the same patch of ground until the enemy cuts them in half, or d) find the nearest murderpit full of enemy towers and throw themselves bodily into it. I like your game, but this is making it borderline unplayable.
I've done some initial calculations, and the amount of money you'd need to have banked to survive two days of total income freeze late game is staggering. Also, there is no hint anywhere that this kind of event can happen. Unfortunately, the solution to this is to simply wait longer before building, to ensure you aren't getting too far ahead of your income (which artificially pads the game out even more.) Of course, if you wait too long, population attrition due to humans wiping out more zombies through territory-retaking than you recover from conquest guts your consumer-base. Kudos to you guys for making an interesting economic sim, but unless you're *also* making a really stealthy commentary about the unsustainability of big business and its implications for the global market, parts of this thing just feel like a giant middle finger to the player.
Went bankrupt and lost, despite the fact that I controlled more than 80% of the world, because zombies stopped buying my products for two days due to an extra special 'hahahaha you lose' event the devs included.