Great art and sound, and compelling upgrade mechanic, but easy to the point of insulting. It's a real shame, because I wanted to love this, but having beaten it by the evening of Day 2 on my first try, I'm kind of disinclined to play it again.
The mouse input not working issue that was meant to be fixed by the Unity update? Not fixed. Still no response from mouse movement. I can *fire* OK, but that's not a whole lot use when I can't aim.
Not a lot to be said that hasn't already come up - you've made a game with a fantastic battle system idea and great art, and saddled it with some of the most infuriatingly inconsistent and needlessly obtuse mechanics I've ever seen. Combos make little sense, scenery hitboxes are a nightmare, the Push Force bar speed seems arbitrary and doesn't appear to make a lot of difference. Taking damage from struck enemies cannoning into party members is a terrible idea; bouncing foes into an ally should let the ALLY take a swing at them, broadening out players' tactical options enormously. It's such, such a shame, because the basic battle mechanic is a hoot and the game looks GREAT, but the implementation leaves an enormous amount to be desired. 2/5.
1. Use charge attack to aggro mobs. 2. Mobs track you, bunch into large, tight groupings. 3. Charge attack over and over again. 4. Manage ten waves of this tedious but lovely-looking nonsense before discarding game forever.
Neat-looking and initially interesting, but beset with problems. The fights are VERY repetitive, especially the boss fights, which are...all pretty much the same (largely due to their attack patterns, which render most approaches outside "mash attack and hope you've got enough lives left" fairly useless). After trudging through a glut of easy fights, Chapter 5's difficulty ramps up startlingly, and frankly attempting to use the woefully unreliable ground-kill is tantamount to suicide.
This is probably the most gorgeously-animated load of old rubbish I've played since probably Shank. A bad starting grid can totally scupper your chances early on, but once you start levelling up the fights become incredibly repetitive and easy - especially once you realise that you can buff everything quite nicely with gear, allowing you to focus skill points on an enormous HP bar. (Gold medals can be challenging, but the limited-use rewards hardly seem worth the extra effort.) It's a shame, because the animation is just beautiful (although the mishmash of art styles between the backdrops, GUI and characters is a little jarring), but overall this is a failed attempt to mine the puzzle-brawler vein much better tapped by BioGems.
If you're going to have us go out of business after ONE DAY in the red, you need to implement some ways to let us prevent that. It's all too easy to get into a position where you have ABSOLUTELY NO WAY of getting into the black on time. You need to let us fire people, take out loans, sell of equipment, SOMETHING that has definite and immediate negative repercussions but which buys you some time to get shit under control.
Wow, I'm not sure all these negative commenters were playing the same game I did...by the third location I'd found all the weapons and had fully-stocked teams of survivors. It's initially really tricky to hit zombies, but that's kind of the point. It's tense. You're reliant on your headshot ability, even when you start finding really tasty assault weapons; sniping will always but ALWAYS be more effective than spray-and-pray.
The only real complaints I have are how the view doesn't change with your location, and that the map screen cribs so directly from Last Stand 2 (although I suppose there's only so much to be done with that format). Occasionally, after a wave, the game would claim I didn't have enough time for a search, despite not having assigned anything yet; if this is just something I'm overlooking, please make it clear.
Fantastic stuff otherwise. A solid 4/5.
1. It's "attempt." 2. "Iron" coins? Is this set in the Dark Ages? 3. Everyone who said "move the toolbar" and/or "increase money with altitude" is absolutely right; the latter especially is infuriating, as there's often little correlation between how far you get and how much cash you make. It makes the game needlessly grindy and repetitive; I got sick of it pretty quickly, and I'm a huge sucker for these sorts of games.
The single biggest problem with this game is that, whilst its placement is clearly grid-based, we can't see the grid; there were several levels that I had to restart several times because, although I'd absolutely cracked the puzzle, my item placement was just a little bit off and so I didn't get enough particles through. The graphics make it very difficult to find a point of reference to adjust item placement. It's a real shame, because it's such a tiny issue, but it thoroughly affected my enjoyment of the game.
First up, this is a very well-made, highly-polished shooter. It's fun to play, it's clearly been carefully worked on. But the movement speed seems annoyingly inconsistent, and the fact that you're ALWAYS slower than your enemies means that the only real tactics are backpedalling whilst firing constantly, and if you have to change mags you're done for. It doesn't help that the game is terrible at letting the player know they're taking damage; this is especially apparent on the darkened levels, where you can glance at your minimap only to have 2/3s of your health eaten off in the quarter-second you weren't looking directly at your guy. A sound or a visual effect would be enough to at least tell you what's happening.
Charming art and infectious music, but by the opening of Chapter 3 I'd got full armour, the pulse laser, and all the books, and sort of felt like the game had shown me all it had to show.
Slickly-made, no doubt about it, but INCREDIBLY easy. Also, this could really do with the option to pull the camera out a bit, or else control your party with the keyboard; the tight overhead view means RSI-inducing rapid-clicking to get anywhere. Absolutely a solidly-made game, though, and I applaud your audience interaction and look forward to more.
You do have the option to make heroes countering other enemy that tossed their way. but I see what's your point.