I probably would have given this a 4 for concept and how well it's made except the inability to mute the very loud background music until 3 or 4 minutes into the game bumped it down to a 2.
Not liking this very much... now on my third attempt after having messed up my upgrades the last two... no assistance with which upgrades are likely to help you and no way to recover except from starting to campaign over again.
"Sir we have finished upgrading the Ultranought's reactor, armor, turret and super weapon and we have successfully destroyed the enemy base! Shall we move on to the next area?" "No soldier! That makes no sense. Destroy the upgrades to our base and jettison the parts into space before we leave. It wouldn't be a fare fight otherwise" "umm... but sir..." "DO IT NOW!"
Really great game, always loved Incubation back in the day so this is fantastic. My suggestions would be 1) difficulty settings. 2) level selector once you have finished. 3) In incubation the best way to make characters unique was with different weapons so more weapons = much higher replay value and more customisation. 4) Perhaps limit defence mode attacks to how much AP you had left at the end of turn. 5) Speed up button for movement/combat animation. 5/5!
I love all the new changes in Rebuild 2. The only thing I think could use a touch up is the happiness. Low morale has appropriate penalties but it would be great if having particularly high morale had a bonus to it. That way there would be a point to having more churches and bars beyond a certain point.
The game doesn't come with nearly the "adaption" or "evolution" of units that it implies. In most levels it's far more practical to be using the boost pads to get the units you want then bothering to double click the best unit you have to make sure you breed right. If you could slow down the game more and the ways to evolve were more differentiated it would make it a lot more playable for what it's suppose to be. Also all games MUST have a mute option.
Well unfortunately I have to say this is a bit of a disappointment since the last Indestructo Tank. The rollback effect doesn't bother me although I can see why some players might find that annoying. My first and foremost complaint is what happened to physics? When my several ton tank drops a two thousand feet onto the ground I kind of expect it to bounce. Secondly the controls in general are not as smooth as they were in AE. If my tank clips a hellicopter I expect said helicopter would be plenty damaged enough to be considered destroyed, I don't appreciate helicopters with pretend tails. Lastly the addition of the nuke was clearly meant to add a new element to series that might be becoming stale but it is really unnecessary. Making something easier without making something else harder is the policy of Hello Kitty's Island Adventure.
Basically it's just too easy. Even on the hard difficulty I have not versed an opponent who has come close to beating me. At best they might get one or two shots on my base over the game but that's it.
I can't say I am too thrilled by this game. It looks nice and has plenty of cool feature BUT the evolution system ruins it for me. I started playing then when the evolutions were revealed I wanted to go green. Unfortunately it doesn't really tell you that the coloured tokens you pick up determine your evolution so a couple jumps later I had to work back from 50% red and only 17% green. When I finally got to 60% green I still evolved into red.... Perhaps a "pay X amount of whichever colour to evolve into that colour" would be a better way to do it.
Original thought was like that, might not be a good idea, so might have change it later.