A lot of people are commenting about the popularity or profit possible if the full game had been posted. I think Level Up Labs did the right thing here. The game is inexpensive, and the exposure from being a top game (if not THE top) on Kong is huge. I think the small profits from each purchase resulting from this release is going to serve them better than possibly winning the top prize with a full release, but never making another dime beyond that.
In my opinion, the #1 thing that makes this better then Epic War 3 or 4, is that when you give your troops an order to go to a certain place, they go there, and they effing STAY there. I can't tell you how many damn strategies were ruined by strategically placed units (Like ranged units providing suppressing fire so that melee units could hammer a castle) wandering off into the fight because they got a taste of glory and forgot where they were supposed to stand. That's about the only reason I like this more than EW 3 and 4 - not having to babysit is great. However, it is a little vexing that I can't place ranged units any closer than their maximum range from the enemy - the only way to do this is to push the enemy back, place the ranged units, then allow the enemy to advance again. That strategy is mostly useful for besieging walls or bosses, where pushing the enemy back is not feasible.
Okay, now I know why I seemed to be missing seven units. A bug that didn't award one of the units - okay, I buy that. Now I have the earth dragon, and the 'all units' accomplishment. So why do I still have six empty unit slots?
My wishlist so far: 1:Second accessory slot. (More choices = more strrategy) 2:Better casting sytem, preferably with hotkeys. 3:More polished UI, that doesn't require four clicks to swap out a single unit, and also able to switch creatures without leaving the accessories/skills menu. 4:To know why I'm missing seven units at 100% completion.
Interesting. I'm missing a few creatures after finishing one campaign. Going to finish a second to see if that adds a few - there's no achievement for it, though.
The various upgrade screens need work -- in particular, I'd like to be able to snap from one creature to the next within the skill/artifact panes WITHOUT having to navigate in and out of those screens. Easily porting to mobile is why you left out drag-and-drop? Most phones can press-and-drag, so I don't see what the problem is here. Even in the case of mobile platforms that can't support drag-and-drop, why does designing an alternative control mean taking drag-and-drop for phones that support it? I don't see why the most popular and well-used mobile platforms (iPhone, Android) as well as PC users all get the shaft. I would not normally grind on this so much, but this lack REALLY hurts the UI, and is a constant annoyance through every SINGLE usage.
I know you're saying it's not a rip-off, you plan to rename stats and etc to suit your system better, etc etc, but let's face it; the entire UI is fallout based, and the combat system is fallout-based. It's not "fallout and other CRPGs inspired this", it's "I liked Fallout's combat system so much, I went and made a furry flash version of it."
There is so much room for expansion, so much potential for purchasable secondaries and upgrades and ally support, secondary turrets, either player-controlled, or not. This is okay, and addictive enough while its' playability lasts, but there's so much room for more.
Why is survival easier to survive (At least until I get too bored to continue) than the last regular level?
I went to work for eight hours, came back, and survival was still going strong. My recommendation - lift the space/roads limitation completely for the AI. Simply have it purchase the factories, and generate the units it makes off-screen. Then it can create ever-increasing amounts of units, without ever running out of building space or connect-able roads.
Have to agree. Way too many problems here. Saving is a frustration. Dialouges play out too slowly - I want to skip, but need the information. The repetition is wearing. The quests to collect multiple drops from one creature take AGES. And why, WHY have I been killing vipers for forty minutes, and not dropped a single fricking egg?
When using the nihilthium (?) blast against an enemy firing an electrical arc type weapon and pushing the enemy away from the source of the arc, it's possible to cause a graphical glitch leaving the arc and several glowing slivers of light on the screen, that persists even after ending the level and starting a new level. If you save this game, your savegame will be damaged. Loading this savegame will open the level backdrop, listing it at level 1, gold/armor/shield/energy. All skills and items will be listed in the proper slots.
Stupid game. But a fun one. Not too long, the difficulty curve isn't too steep. Good for wasting 15 minutes, but not much replay value. For those of you hating the game because of the cat . . . do you honestly, really need a reason to play games? "Oh, hell, the world isn't in danger, I can't play this!"
The timer does not speed up with the 1x / 2x / 3x speeds. So fast speed is easier for me, because waves come spaced apart, where as at 1x, waves overlap even if I don't send them early.
This makes it MUCH easier to get experts on 3x speed by sending waves early.
Complexity can be defeated by a gentler learning curve. Right now not everything is intuitive, but I think if your early levels serve only too build up most of the early cash a player needs, as well as train the player in game concepts, it won't be too much of a problem. Frankly, I think most of your "Pick up and play" issues could be solved with a little more work on the UI. I guess the reason it bugs me is because the game claims to have taken concepts from shooters, but from what I can see it's only in the look that it resembles a shooter. Gameplay mechanics are pure tower defense.
Auto-repair is a popular request, but it doesn't have to be the management-killer you envision, GYW. The one thing I'd comment on is, I played through a few levels, (didn't have time for much else,) and it doesn't seem much like this has anything to do with a shooter. It's presented as if you're a warship going on the offensive, but in reality it seems more like any other TD, without specific pre-determined paths for the enemy. I'd like to see some actual side-scrolling shooter involvement. I'd also like to see a more 360-approach. Why not see attacks from all directions as your ship proceeds through levels? Why not let the player issue some navigation orders? It needn't be instantly responsive, (This is a battleship not a fighter,)but a player might try to destroy every enemy on a level, or pick their way around a difficult fight.