You know guys, I'm sick and tired of those bundles of Skinner-style operant conditioning you call games. I don't think the concept of fun or entertainment will ever occur to you, neither do I think it's possible for you to properly implement it. It's good to see you didn't overexert yourself with the server and bandwidth, the loading screen is a huge improvement over the actual gamplay.
Not all that great. Some neat puzzles and ok game mechanics but is it just me or is this thing awfully short? Like someone pumped so much effort into those cutscenes and stuff they didn't have any creative juice left to put into the game itself. It's not bad, but it's not great either.
I'm also a bit disappointed. It's still fun to find out the weird combinations, and there's some humor thrown in, but the logic of some choices is... strange.
I went for dual for first row and two rows of fireball blocks after that, blasted everything except wrath and pride, had to switch to worm/fireball for those. Wasn't really all that hard with all those neat upgrades available.
Also a bloody glitch makes me fall offscreen or go into practice mode every now and then, which kinda sucks since I'm mostly doing well when this happens...
With a sane model for enemy spawning this game would be easy :P If you want a break, just don't move a muscle and nothing new spawns. But if you move and the spawning point goes slightly off-screen, you've got yourself an extra helping of enemy to kill. If you can control this, you should be able to get far. Except if the dudes don't drop health and good weapons...
Replayability? You put together like 5 levels and tons of dudes which are completely obsolete once you find one you like. There isn't replayability to it, there isn't much of a playability in the first place.
Some ideas that could improve this one: radar. This thing is like an obstacle course, and visibility is laughable, 9 times out of 10 I hit something I didn't even see coming, knowing when a detour could result in plenty of fuel would be nice too. Info about wind should be higher, I'm trying to watch out for stuff in front you know. The way the game reacts to the slight lag spikes caused by chat is another story... had a few sessions when it felt like I only got control over the rocket once every five seconds.
Well... yeah. It rips off just baout anything that comes to mind :P even the combat shotty decription is pretty much word-for-word carbon copy. There is a limit to what you can call inspiration before you call it shameless :P This is far beyond that and is horribly boring after a while. With more varied missions I can see it working on some level but right now... meh.
Well the stats and some of the graphical layout are a blatant ripoff, sorry :P Fallout fans who shake their heads at this got a good reason. But yeah, I'll play a bit more before I start judging the game itself.
Important thing for all standard mining missions: the waves don't come based on time, they come based on % mined, so take your time with mining (even 1-2 mining pods will do and concentrate on defensive structures.
Well sadly in the "stealhty" hard level you have to juggle but the layout helps you a lot. Place 4 towers near the entrance and block one of the two corridors to the exit. Change the moronic build tower shortcut to A for some more comfort. Then just build 4 more towers on the right in the spots that allow it and that's that. Go for sniper towers with the ones on the right and area burst on the initial ones and you should beat the level easily. It's juggling but it's easy juggling
Great game :) Very atmospheric music, solid gameplay, melee is still very risky, but by the time I found this guys daughter I was hauling around an arsenal of firearms. If I have complaints they're based purely on automatic weapons kinda still working pretty single-shot. A tiny bit more reload would be nice idea. The scavenging around the city for cash ammo and clues was very satisfying though. A real nice job Nerdook, best game I played in a while.