Bugs/feedback: "Reset upgrades" shouldn't kick you out to the menu. General bonus E doesn't appear to work. First five missions give 5 stars, but upgrades cost 3, leaving me always with points I can't spend. There's a massive difficulty wall at level 9. There needs to be more ways to deal with shields. Things generally take too long to kill: even spending all of my money, too many missions end up being teleporting in circles for 5+ minutes just waiting for stuff to die. Need to be able to perform actions while paused.
that seems to be way it works with most flash shooters...when I first started playing flash games I thought it was odd too, but now I'm used to it and I can see the sense in it.....anyway your score drops to zero, so if you keep losing all your lives you're never gonna get a highscore
Each point of reload is allegedly -5% reload time, but at 20 reload you do NOT reload instantly. It looks like each point is not -5%, but rather *.95%. So each additional point of reload is worth less than the last. 10 reload only reduces reload speed to 60%, and 20 reload only reduces it to 35%. So...as someone who took the time to grind it up to 20, my advice is to not bother. 5 is probably enough, and anything more than 10 is pretty much a waste. Invest your points in something without diminishing returns.
So after finally beating this grindfest of doing levels over and over until the RNG gives the right combos, apparently it locks up and dies after beating the final boss. I guess the developer never managed to get any playtesters willing to play long enough to get that far.
I want to like it but it needs more. Great art, good music, nice concept. But the upgrade system falls flat, while there's a multi-character upgrade carrover that doesn't matter because there's not much to do with it, map navigation is awkward, no replay value for multiple classes, monster graphics sometimes sit on top of each other preventing targeting, story is not engaging enough for the tedium that gameplay becomes. Good attempt...but needs more to be fun enough for even a single playthrough.
Stupidly random. Bad writing. Not fun. Working solutions rarely make sense, and things that do make sense don't work. I have money and the clerk is selling batteries. Why can't I just buy one? I'm a girl, why can't I get into the nightclub? Why does the the girl in the bar without money to buy clothes give me a disposable camera? Why is there a needle stuck in the fence? Why are locations not visitable until I magically need to go there next? The entire story and game is completely contrived nonsense.
Weak upgrade model. Map is visually cluttered. Insufficient tower information, no mouseovers, etc. Max zoomout doesn't allow you to see everything. Little strategy or player involvement required: most maps can be beat simply by filling spots with any tower. Unspendable skill points left over after beating every level. Lots of problems, game feels unfinished.
Winning strategy: close your eyes, press and hold up and right arrows simultaneously. Wait until level ends. Repeat. This isn't a game. It's a joke about manboobs.
Second map, 20 minutes of play to get to the final few waves, suddenly get monsters that are apparently immune to everything I have in play with no indication of what or why or what will affect them. Lose because of it despite have a perfect game up to that point. Leaving me to either start over to do another 20 minute match to try something else and hope they're not immune, or just stop playing. Going to stop playing. Not enough fun to go through the tedium.
BY the time I reached round THIRTY on the very first map I was starting to think I'd accidentally chosen endless mode. Like others are saying, this is way too long. Needs maps with fewer waves, a speedup button, and a x/30 indicator for wave progress. Campaign needs a story rather than just more mindless maps, achievements won should be more informative than just "acheivement earned." Many, many things could be improved.
I promise you, it really does help to make sense of the story. In some small ways now, that will seem more significant soon. Thanks for checking out the series!
Mission 16: Capture router down, then GPU1 that's down and right. By then, green has taken router below his CPU1. Attack his router being fed by his CPU1, using my GPU1 that's being fed from the router being fed from my CPU1. My GPU1 has 8 points, and growing, but CANNOT capture his router with ZERO. I'm attacking a router using a supposedly "strong" GPU1, my GPU has 8 points, the router his zero. Why am I not capturing it?
Are you attacking a hub (you did call it router). Well if the hub is not supported then its a bug, otherwise the support is flowing fast into the hub, preventing the take over. Maybe a little more feedback needed here. Thx for letting me know, helps to improve the game.
Doesn't seem right that attacking a weaker node so often results in the weaker node taking over the stronger node. When I use a node with 5 to attack a node with 0, I should capture the node with zero, not lose the node with 5.
Not getting credit for either of the medium badges. Tried refreshing, no change. Tried select paradox mode after beating, still no badges. But now that I've selected paradox, everything has reset so I can't take a screenshot of completion to submit to kong, requiring that I beat the game a second time to even try to get these achievements.
Annoying.
Did all missions, didn't get the badge. Re-did mission 1, still didn't get badge. Would rather not redo mission 10 again, as it took almost forty minutes.
that seems to be way it works with most flash shooters...when I first started playing flash games I thought it was odd too, but now I'm used to it and I can see the sense in it.....anyway your score drops to zero, so if you keep losing all your lives you're never gonna get a highscore