Tedious; the one winning strategy is stunningly obvious, and each level is just like the previous -- build up, attack, fall back a little, then attack a second time to finish them off. The AI's ability to summon the max of their cards at once, it feels like such a cheesy handicap, and it is not something I can learn from.
> Did you feel bad for killing them?
No, I did not, because the context is a shooter game; I'm not tasked with empathy, only with shooting things for money. Maybe they were malevolent criminals wearing disguises, maybe they were schoolteachers that humilated Dr. W, I don't know and I'm not given reason to care.
So you rationalized your decision to murder the old and decrepit so you could profit from them. That's exactly what I sought to do when creating the level: invoke an emotional reaction. I'm glad you connected with it so passionately.
Unit AI is weird. I tell them to move to a point on the map... and they go in a different direction to attack a cottage, running past swordsmen and halberdiers that cut them down. Happens with 'auto on' and with 'auto off'.
Resources system seems too complicated; you cannot choose which of the five resources are dropped by mobs, so tracking each resource is pointless. The developer already admitted that upgrades are only available when they would be useful in the game. Ignoring the differentiation makes for a better game, so why include it?
This game is playing itself, and the screen is full of notifications about players I've never met. I clicked the mouse twice and I'm level three already, and I still don't know what's going on.
It's clear this is a message... but the message could be applied to anything, so it means nothing. I could show how reading a book is the same as examining a tortured man's viscera. I could show how cleaning my bathtub is waterboarding prisoners... does that mean I should stop washing my bathtub?
I drew across the blank space above "your job". Is it supposd to do something other than make a white streak? I was expecting a cut the rope, but there's no rope.
So you rationalized your decision to murder the old and decrepit so you could profit from them. That's exactly what I sought to do when creating the level: invoke an emotional reaction. I'm glad you connected with it so passionately.