I played this for about 10 minutes waiting for there to be some sign of purpose to the game or skill or strategy needed or anything at all. But nothing. There's really no right decision to make because there's really no wrong decision to make. No conflict = no interest.
Awwww! The computers are so cute together at the end!
I gotta tell you tho, the way it kept flashing "Cyberbrain 9000" at the end there I kind felt like I was watching an advetisement for one :-o kinda want to buy one now.
this is one of the game where I'm really not sure what the skill is you're supposed to develop to be good at it. You just have to make sure you don't miss with your 10 bullets and then it's pretty much just random what happens next. I fail to see how this game is going to challenge me. Sorry.
My character does not appear to be able to block or really dodge attacks so without the ability to defend myself I am not really seeing the point to this game. I can hammer at the attack keys and revive myself and usually win but it seems lacking in any real skill or strategy. Sorry!
My only criticism would be that it was annoying to have to click on a new town, see what the objectives were, and then have to go to the lab to add a specific zombie or support item to my hotkeys. After the first 20 times you have to do this it's really annoying! Other than that, great game!
I thought that the robots that had the sorta light sabers that came out of them in the X shape were fairly original. With the number of shooters out there it's hard to find something that hasn't been done before.
A game that advertises itself as allowing you to kill your pets, but then penalizes you for doing so (by running out of pets) just irritates me. One or the other eh? 2/5 because I stopped playing once I found out I couldn't just make a forest of dead bodies on 1.3 without pretty much losing the game in later stages.
This was an okay game but the lack of variety really killed my interest quickly. It's just point the ray at enemies with a small amount of paying attention to your "ammo". Not the variety you get in a lot of games where you have a variety of weapons to choose from plus maybe some special attacks, grenades, landmines, etc. So, not a bad start but needs A LOT more variety to it than just aiming at the same basic 4 units (with later ones being stronger versions but the same unit really). 3/5
So it just comes down to: you need to make it waaaay more clear how things affect customer sastifaction. A lot of the decisions you appear to have made were counter-intuitive to me. I assumed that the lower class customers would WANT a cheap room and would be upset if I sent them to an expensive room. But I finally realized that if you wanted to get more stars from them you needed an expensive room with more furnishings in it. With 95% of the game mechanic hinging on customer approval you really really really need to make it clear how to get that. I still have NO IDEA if it matters what floor you put amenities on, no clue at all.
Overall a nice attempt and very cute but somewhat limited. There's not much skill or strategy needed besides furnishing rooms correctly for the various types of customers and maybe some small choices about what upgrades to do next. Some criticism you might find constructive: there's a lot of complaints about things that I either have no control over or no idea how to fix. A customer complains about the receptionist but I've got the best person placed there and there's not a single thing *I* can do to improve her. And when it comes to which choices to make in television channels and etc. I don't have any info on which ones people like or which people will like them. I can GUESS about it, but that's all. So I'd give it about a 3.5/5 because of the limited choices I can make.
Some suggestions for future sequels or games: Achievements! Everyone loves achievements! You can have some fun ones and/or secret ones like "gas attack" for putting 5 gas traps in a row or "motion sickness" for teleporting your character X times in the same round or "indecisive" changing a turret a lot). 2nd, maybe a turret that builds up for a while and then confuses a hero making them change direction. 3rd, if you REALLY want to shake things up allow people to make their own maps and challenge friends with them. You could almost certainly charge $ for that and there's quite a few people who would be happy to pay $5 to be able to tinker around with things, I probably would. 4th, suicide bomber drones maybe. 5th, a "door/wall turret" you could place that would slowly build up and then place a door with hps to create a type of different sort of choke point. Good vs sniper hero, but weak against an assault rifle. 6th, cheerleader hero with pom-poms that buffs other heroes.
A little more explanation on how upgrades change things would help. Your upgrades changed how turrets worked in ways I didn't understand from the explanations. It took me a while to figure out why AP turrets were just sitting there not firing when there was a hero coming towards them in a straight line (but far away). The chargers especially took a while to sort out how they would actually behave based on their upgrades. So, either a bit more explanation would be good or (and this would take more work) a short optional tutorial that would demonstrate things. Really good game, still 5/5 but some unneeded frustration. Also, maybe I'm a little slow today, but it took me about 4 levels to find out that I needed to click on the turrets and upgrade them. A lot of games you buy an upgrade and it automatically/passively kicks into gear. I never clicked turrets after I placed them so took a while to figure out :-S
Some suggestions for the next one: 1st, a little more variety in the enemies. You've really just got dogs, zombies, and the boss zombies. The normal zombies might have a little more range on them at times but they're still the same enemy. 2nd, some perks that do small things like increase your light radius, make explosions bigger, prevent you from stunned, etc. 3rd, a sprint button would be nice especially when you're trying to hunt down the last zombie. 4th, an escort quest or something might be nice. 5th, more variety in weapons both on your character and the towers, napalm bombs or flame throwers would be nice. Also landmines or barbed wire on the tower areas would be nice. And make the game a little less grindy. After three hours of playing I gave up on the 100% because I was bored by then and the game really hadn't changed in the last hour and a half.
Only bugged on me once. Was capturing a tower, which went fine, and then at end when I mopped things up and killed the last zombie it still said I needed to kill one more even tho the threat said zero and I looked all over the zone and blew apart every single body in case one was faking it. Finally had to exit the mission and do it again. And yeah, being stunlocked sucks.
A few suggestions: 1, have major and minor perks. A lot of them like "run and gun" are very handy but compared to having 2x on powerups, it's not worth much. However if you could have say, 3 minor perks and 2 majors, then it would get some use.
2, make the most expensive guns more useful. The only time the vulcan is of any worth is when you've got a shield. Otherwise the complete lack of mobility with it and it's staight line of damage make it utterly worthless. Try using it without a shield for 45 seconds and see what happens.
3rd, you seriously need to lower the drop ration on bulldozers and raise their speed or something. The only thing the bulldozer powerup is good for is annoying me because it COULD have been a good powerup. Sometimes I'll get lucky and the bulldozer will run over some zombies and they will drop a good powerup but that's about it.
P.S. the health regen perk didn't seem to be working.
Hey, thanks for your comment. Different perks work best with different guns, run and gun might be a poor perk to choose with a gun that has good mobility , but that and say marathon runner would be a very good combination if you plan to run with an MG as your primary. Also, there is no perk that gives you 2x on power-ups, if you're thinking of long laster that gives you an increase of 50% which is 1.5x.
As for the Vulcan cannon, there are plenty here who found a great use for it. You just can't rely on it alone which is why I provide you with a secondary weapon. I personally don't like the idea of having one weapon that trumps all others, it removes all choice from the game.
The bulldozer works best if you bait the zombies into it. You can also run along side it and it will cover your flank.
Finally, Health Regen does work you just need to be standing completely still, as stated in the perk description. Cheers. :)
Yeah a good game but the most expensive weapons are a massive disappointment. I pretty much used the super shotgun for the last 25 waves. I bought all the expensive weapons and none of them were as effective.
One thing I would suggest, before you start the battle it would be good if you got a full refund on any towers you put up and take down so that you can experiment a little during the planning phase and not have to hit "restart".
Hey, thanks for your comment. Different perks work best with different guns, run and gun might be a poor perk to choose with a gun that has good mobility , but that and say marathon runner would be a very good combination if you plan to run with an MG as your primary. Also, there is no perk that gives you 2x on power-ups, if you're thinking of long laster that gives you an increase of 50% which is 1.5x. As for the Vulcan cannon, there are plenty here who found a great use for it. You just can't rely on it alone which is why I provide you with a secondary weapon. I personally don't like the idea of having one weapon that trumps all others, it removes all choice from the game. The bulldozer works best if you bait the zombies into it. You can also run along side it and it will cover your flank. Finally, Health Regen does work you just need to be standing completely still, as stated in the perk description. Cheers. :)