So I'm cruising along OK. Lots of repairs, but no lives lost. Suddenly, I'm zombified on round 27 w/o anything breaking my line. I thought only the 1st map had the bug where they run around the outside of the map. Or is there a whole new bug I am unaware of?
1 thing that I would change in all of these 1001 resources CCGs is the ability to choose the extra energy type. EG: my Lost Mine needs any 8. I happen to have used a Prismatic Crystal, so I have plenty of energy other than my main. Rather than RNG picking, I could pick all the useless energy to save my primary.
A couple of achievement rewards make no sense to me. Accumulate RP = +% RP. If you're already not using t, why would you want more? Buy Items/Buy Upgrades, by the time that you level these up, you've go pretty much all you need and don't really need the discount. So I guess I should just buy and sell the cheapest item (the splash mod) until I max those 2 out.
So, my dog turned into a cat at the end (or was it a cat that was changed into a dog by sadistic demons?). And now I cant spend my money because I make it all the way through w/o max upgrades. Huh, fun, little, game.
Decent world builder. A few suggestions that will reduce the frustration factor: a retrain feature, even if it's only the Citizens; a tutorial type of hint that building up your militia is the most efficient way to use those few soldiers to slow down the attacks. And get a gate for protection and profit.
It feels like there is a LOT more story to be explored. If you're planning a longer sequel, I would suggest an upgrade/skill system. Classes would be OK, but I would make them flexible. The hammer is great, but I'd rather not be locked into melee. 2nd weapon would be awesome. Knives, bayonets, RPG, that sort of thing would make nice secondaries. You could even make it cost 1 AP to switch (bayonets should only affix to certain rifles). Possible weapon upgrades - Double stack clips for double ammo, bayonet (separate way to go w/them), Trigger Job for lower AP/better accuracy/RoF. I don't agree w/the severe AP penalties for the armor. The accuracy penalties on the helms is debatable. Why would a belt pouch (or bandoleer, if you add it) cost AP? A pack, maybe, but the pouch is just another pocket you can put in a convenient position. I know, game balance, but I don't agree w/the Nasty AP penalties, anyway. Very good game, overall.
I keep falling through the world and jumping through walls. Thought it might be a feature, at first. Then I thought it was a minor bug. Then I fell through the ground in 3 different spots.
I really want to like this 1, but the checker really pissed me off. It gave me a failure, repeatedly, before the shot even landed. It's bad enough when these games take score before the bonuses are counted, but failing the level and then watching the last viking(s) go down is just entirely too frustrating to be enjoyed. Level 24 was the worst for this. The car pushing the block onto the bomb before my weapon even loads is also idiotic. (I try to be constructive, but it is idiotic.) Sorry, but this game loses 1.5 stars from the timing.
Easily could have gotten another star if there were a data clear or clearly defined upgrades (like a flow/logic chart for the spikes vs. saws specializing). As it stands, 2.5/5
This is a good first game. A couple tweaks -- Speed up the dino checker. You could even change the speed on different levels. The graphics are a little loose. Having even a 3mm gap can look huge on a bigger screen. Level 22(?) has too many items. I threw at least half of them away. Having said that, you could put in a "Play" or "Check Now" type button, but that isn't usually seen in these "have to use these in this order" puzzle games.