Winning strategy here seems to be to buy mostly only left-bottom upgrades, and no ship component upgrades over 1000 cost, then grind missions. Soon as you finish a mission, suicide, repeat. Only buy late game components.
Ok, kind of a new idea. I don't think I've seen this done like this before. But it's not really fun at all. So...good attempt, but kind of got bored by the fifth level.
Bug: Sometimes when I click on the check box to select a student for a party, it deselects a different student. I can re-click on that student and get them into the party too, so it doesn't seem that certain people are mutually exclusive, but I sometimes end up with only 3 party members selected if I'm not careful to reselect people.
Looking forward to the release. Incidentally, I would also like to THANK YOU for having text go on the screen instantly rather than using the painful letter-by-letter scrolling effect that so many developers seem to want to subject us to.
Would you eliminate the text scrolling? I find myself constantly spamming spacebar because of it. It doesn't add anything to the game to make us press spacebar twice as often, once to make the text actually appear on screen and once to tart the next line.
Tracking for which upgrades have been purchased breaks if the player skips upgrades. I saved and bought smaragd fist. It charged me smaragd price, but only gave me the gold level upgrade, and from then on every time I bought an upgrade of that type the "no need to buy" tracking was off." Even after buying a diamond level upgrade multiple times it still tells me I need to buy diamond.
Ok, I think it's time to stop making the same game with the same map with the same objectives with the same controls with the same upgrades. Seriously, I'm looking at the map screen for this game vs the previous in another browser window...they're the same. Even the level names are the same. Why do you do this?
Played several hours, came back...now for some reason even though my stats are the same my fuel runs out faster and I seem to blow up very easily. and even after blowing up I still have health left.
Why does the achievement target not match the in-game final target? In-game, it says the final target is 1550. The achievement says 1650. This is a significant different.
Seems like a lot of the levels are wild mass guessing for what the "correct" strategy for the level is, and if you don't guess right...too bad, you lose, try something else.
I think "walk in circles to avoid monsters and collect money before it vanishes" is terribly overdone. The story is what makes this. The game itself is unoriginal and not very fun.
The villains look so HAPPY in this game. Rita, in the cutscene, her minions, all bright and smiling and cheerful...*plays game* ...even the slimes are smiling, happy joyful smiles of love and snuggles, yay!
It's nice that there are multiple solutions to many levels. I've checked the walkthrough after doing some, and the methods used are sometimes very different.
Why am I failing to capture empty buildings? Why are my own two people unhappy with keeping treasure for themselves? Why does scouting a site tell me how many undead are killed (zero) but not how many there are? This game feels very unfinished.
Well it has more 'damage' than regular stick, and bigger range. We are sorry that you didn't find it useful, and thanks for the info.