Nice concept, but nothing more. Bleeding tanks and buildings are overcome-able, but the enemy's doing seems scripted instead of dependent on his income and XP. Therefore the XP you gather is also scripted. So the only thing that matters is your financial balance: the cheapest way to kill his troops. Make the enemy depend on money and XP as well and you have an interesting game!
Aargh the equipment section is really frustrating me now. There are only three variables: type of bonus; favoured enemy; bonus level. Please organise it! :)
Really nice game, needs a bit tweaking I guess. For instance, make the souls worth collecting and organize the upgrades. Also, the lag is terrible and don't blame that on software/hardware of the users. I've seen games with much more going on running quite smoothly. Maybe you could keep track of the order of enemies in a line instead of their actual location?
There's a party menu with an overview of that information now. Not quite what you were asking for, but it accomplishes the same goal. Thanks for the suggestion!
It would be nice to see how close you are to the next Hunter Rank. Selling/dumping equipment would also be great. Besides that, it's a nice game. Good to see there isn't a limited actions per time thing. Maybe a tiny chance to get crystals from chests or something, that would be nice too.
Bosses are too hard? Try healing/defence items and skipping the rest for extra action points. You can save up to 20 action points. With some nice triple actions, you can get a combo of 42. The Scarecrow got a somersault of 600 damage in his face from a level 10 hunter! Also, The battle pays me almost twice as gold and XP from combo's then the battle itself was worth. :)
Please! Make it so that simissing a pausing message from the game with a control key, does not provoke that actual action! "Have you seen that alien?" Whoops, now I am flying....
Yay let's play the same game again! Yay! With the same levels! Yay! Only fewer levels! Yay! And we will buy the extra levels! Yay! And we won't play Lightbot 2.0 anymore! Yay! And we won't upload our 'own' levels in the user levels section of Lightbot 2.0! Yay! And we will make sure the user made levels look nothing like the extra pay-2-play levels in this game! Yay! You're getting my sarcasm? 5 bucks the pay-2-play levels are mostly exactly the same as the regular levels of Lightbot 1 and 2 or the user created levels...
So many launch games exists, so many twists of those could be implemented, so few unique implementations. No replay value.
On the plus side! The expensive banana upgrades. Those are a nice way to keep the income as exponential as the upgrade prices. And not being able to buy the upgrades without skipping one keeps the meta-gaming at a low level. In conclusion, the game is so so, the programming is done nicely. One bug: after you reach the moon on boosters, the booster sound hangs through the whole game until you launch again.
The extra levels with the red death cubes are a nice touch! Follow SpectralFlames advice and organise the background of that one level in every module!
As Siralex points out: Mineflayer + lots or range = Win. So does machinegun + lots of damage, Tesla + lots of multiple shots, sniper with lots of multiple shots, etc. Focus on 1 kind of upgrade which the weapon lacks and it instantly sweeps the field clean of enemies.
When you enter a storyline from a different angle, new options are available further in the story line. (For example, when you've already experienced the old fisherman story-line when you enter the line where you write about it, you get options about writing other stuff besides the career options for the old fisherman further in the story of the old fisherman.) also: 5/5
There's a party menu with an overview of that information now. Not quite what you were asking for, but it accomplishes the same goal. Thanks for the suggestion!