i like these assassin games, but this just seems like an extension of the last one, not an improvement. guards still seem to wander aimlessly, never checking in on the target, following bloody footprints, or even following any sort of patrol route; rather then levels becoming harder because each targets' defense becomes more foolproof, the only thing harder is map design, the guards themselves a variable so big that every enemy on the map is just as liable to stare at walls as they are to actually look at the target. it doesn't make the game bad, it just becomes really noticable after 100 levels.
this is one of the few nerdook games i don't like, and it isn't because i don't understand music. faults with seeing the effect of each note and lack of a learning curve have been pointed out already, but my main issue is composing music; you can only hear it from the start, and viewing different lines can be annoying if your tweeking measures at the ends.
this game would be one of my favorites if the bonus item would stick to a path that would always lead to more clicks if it's still possible to win, not simply jumping between categories and picking items that my not be visible
those bar patrons are amazing; andy has up to 20 beers everyday day and doesn't so much as sway when he stands or have slurred speech, and brian frequents so often that the bartender embroidered his name in a table.
i kind of liked the game idea, but a few mechanics could be improved, like the view ability. I normally use it when I don't see good moves,but it's often a waste of mana because there aren't any moves more then three blocks when i use it. it would be less irritating if it wouldn't activate unless at least four blocks can be removed.
at first I was mad at the adventurer's stupidity in the dungeon, but then again, they don't seem to have a problem wearing 3 boots or multiple coats and belts.
i won't suggest improvements since this is an old game, but I did notice that the game's much easier if you only use your arrows and double mana until it's regeneration rate is fast enough to upgrade buildings quickly and spawn super units way ahead of time.
i think everything important to improvement has already been addressed, but i just feel like saying the difficulty curve from day 1's final skirmish to day 5's feels like a huge setup for failure...since the size of the wave is kept secret, the player doesn't really have a reason to spam beam gunners all over their defense on day five. the lack of quantity warnings makes it hard to see if the surplus of resources is a reflection of good strategizing and skill or a warning of a massive wave on the way.
shame that "become spiderman" doesn't get any special response in the pit...anyway it's interesting to see how the two Ex.Ad.I's act differently because of their respective malfunctions, or lack of.
my second run through, and besides some irritation at the blinding mass of upgrade points and the slow zero bomb (It'd work better if each bomb saved is an extra hit point),my only quip is that Y.F.Y.I.A.R.s' audience will be probably a lot smaller and many people will only see half the dual experience.
I understand how powerful the vaccine is and that it severely decreases the threat of the virus... but if it can only be administered at hospitals and only sealed-off un-infected countries have working hospitals, the healthy people in infected countries should still be at risk since they can't get the cure. also, sealing the borders for long periods tends to cause general problems in the public, like riots, when external resources get low.