Six blasters? You can stop the advance with only 2 mortars, just place them at the two sides of the ridge near where you see the creeper pools first in the ravine. Those two mortars do enough damage to prevent it from going over the ridge. Build a few SAM turrets (4 can keep the entire map safe if placed correctly), and you have all the time in the world to develop your starting area, bridge the ravine (either by fighting through it, or by building a relay across the center behind the wall there) and take the spawn points.
no matter what I do, I can't get past the third dungeon. The orc warriors just have WAY too much health for me to get through before they chop me to little pieces.
Has anybody found sisters to be useful at ALL? They always deploy at the beginning of a round, and before that round of monsters get to them, I or one of my lackeys has blown them up.
My biggest problem is that it's too easy to get stuck with a low level weapon because a higher level version never appears (Or, in the beginning of the game, stuck with a crappy weapon because the weapon type you want won't appear). I think it would be much better if you made the weapons themselves more easily obtained, but weaker and with more mod slots, shifting the focus from finding the right weapon, to finding the right mods for the weapon.
Finally managed to BS my way through it by abusing wizards' ridiculous range. Rest of the units were pretty much useless once I got the 'zards, though.
Two things:
1: While most games can get away with spelling errors, a hangman type game NEEDS to be spell checked.
2: The comat system is frustrating, at best, mostly because only warriors can actually progress through the column of enemies that inevitably forms, as mages and archers will just stand there and shoot if something is in range, even if there's ground to be covered, and there's ALWAYS something in range.
Hm . . . my enemies all have casters with knockaway abilities that interrupt my hero unit's attacks, and I don't. First time through, it was easy as hell once I got the same knockback units.
In other words, this mass knockback stuff really unbalances the game, especially if the player has no way to counter (playing a hero who started with potions instead of fireballs, so I can't pick off the casters at all)
A nice start but. . . where's the rest of it? Seems apparent you intended to make more originally (or perhaps you really didn't consider the sillyness of having the final "boss" drop a new weapon upgrade), and the ending is lackluster to say the least (So . . . you're stuck in that sector of space forever, doomed to shoot off fireworks for the rest of time?)
After sitting in a tiny room for 10 minutes waiting for the sole exit to NOT be bathed in red, I give up on this. Random movement is great in theory, but in practice it leads to me having to spend WAY too much time just watching red light and not actually doing anything.