I loved the game, but I agree with the Cheating AI issue. Seriously, it's never cool when you allow the AI free ressources or exp. It's a cheap way to add difficulty, and detracts from the game overall. I loved it a lot, though it did have a lot of shortcomings. Realistically, I'd say a 3/5 is appropriate, because dispite the "upgrade" over games like Epic War, this game needs a minimap and better control. Especially for the hero - He despawns for too long when he retreats, entirely regardless of how much HP he had when you sent him back. There are a few times when this can be a good idea, but those times slowly disappear once you progress through the game, and the enemy suddenly have half the respawn time on their hero, than you have on yours.
The reason this game haven't been rated higher - And shouldn't - Is because it is not only easy, but also relies FAR too heavily on fake-difficulty. A game isn't interesting when you can see such ridiculous differences in the damage taken, in a game that tries to simulate a typical FPS like CS. If I take a shotgun and shoot someone, I expect to deal the same damage I would take. It get's increasingly silly when you can get 1-shot by a shotgun, but not even take away 1/3 of their life bar with the exact same weapon. Seriously, that's a horrendously weak way of adjusting the difficulty, and it gets even worse when even THAT fails. Needs a harder difficulty that doesn't rely on giving them more hp, damage, whatever it is you gave them.
Wow, horrible difficulty curve O_o I went from repeating floors 19-35-ish, when I suddenly found heal. In the same game I found Heal, I completed the game. I went through 81 floors in 1 go. The only thing that I really feared was Golems (those buggers are strong as hell). This especially holds true when you find some of the strong swords, because instant-killing stuff = free mana = free heals = win.
Oh, and the final boss can be instant killed with an Assassin amulet you can buy on floor 99, and possibly the thief amulet as well. Kind of a turn-off finally reaching the big bad, preparing to fight this epic bastard, making sure to have full health and mana, before engaging him, holding your breath and and keeping ready with your healing spells... and then curb stomping him in 1 hit. I was still staring blankly at the screen when it returned to the starting screen, unable to think anything but "what the **** just happened?"
For those interested, I have done some napkin math to illustrate the damage potential of each weapon fully upgraded.
Prime:
Minimum DPS: 2467 (No Crits and only hitting with 1 bullet)
Maximum DPS: 6413 (+30 % crit and hitting with both bullets)
Spreader:
Minimum off-DPS: 1139 (Not the center bullet)
Minimum DPS: 2276 (Center bullet with double damage)
Maximum DPS: 6833 (Assuming you hit with all 5 bullets)
Missile:
DPS: 2800 (No modifiers)
I don't know the damage of the splinters, so I can't factor these in here.
Rebound:
Minimum DPS: 3416 (1 hit)
Maximum single-target DPS: 6833 (Max possible hits on 1 target is 2)
Maximum multitarget DPS: 13666 (Hitting 4 targets)
Prime will always out-do the rest. Spreader is risky attempting to hit with all 5 bullets, and Rebound is HARD to hit the same target with twice. Both weapons do have the benefit of killing mobs for you.
I must admit though, I like the balance between the weapons. Never once did I feel "This thing is infinitely better than the rest". I found myself switching heavily between Rebounds/Shatter and Prime/Rockets, simply because the different functions made them better in different cases. This especially holds true once you get the unique upgrades, as Shatter gets a massive area coverage, Rebound can rebound several times off EVERYTHING, making them useful for different situations, and the single target guns are even better- Rockets can ABSORB bullets. That thing proved far more useful than I had thought possible, yet I still found myself changing to the Prime gun for some bosses, the snail guy for example.
Fail boss rush. Heroic is understandable - Normal is completely off balance. A boss rush is a revisit of all the bosses you have faced so far. The first bosses are SUPPOSED to be easy, so you can see the difference between the bosses. That's the point. You get to see how much you evolved. The bosses you originally had some difficulties killing are now complete pushovers. This game's boss rush... Even the final boss is significantly stronger than before. That doesn't make any sense at all.
The main reason for this is because the difference just takes the fun out of it. The first boss dies in ~1 second if you play it right (you can go through story mode chapter 1 after getting all the upgrades to see). That kind of boss rush just wasn't much fun to me, so I changed it. :)
I have a question for the maker of this game. Tell me; What do you have if you reduce something with 100 %, like spike damage for example? 0. Not 1. That's mathematically impossible. I'd love to hear an explanation to that. Might make for a good laugh or two.
Also, what the hell does cuteness do?
pretty good game, but frustrating. Lots of stupid errors that shouldn't be there. Why tell us something has zero visibility if EVERYONE apparently knows it is there? And how is it possible for anyone to notice a virus with NO SYMPTOMS? and why would ANYONE close borders because a virus without symptoms is all over the world? Great idea, but needed a bit more time and thinking. 4/5
The main reason for this is because the difference just takes the fun out of it. The first boss dies in ~1 second if you play it right (you can go through story mode chapter 1 after getting all the upgrades to see). That kind of boss rush just wasn't much fun to me, so I changed it. :)