It would be nice if my lasers didn't focus on the same damn enemy. I'm always getting damaged each wave because my four separate laser cannons aren't aiming for different enemies. I had no problems with previous Galaxy Sieges.
Hmmm... guess I found a bug. I went back to the main menu from the 3 stage of an area (hunting zombies), but the load does not finish.
Here are a couple of problems that I found with the game:
1. I like that move and explore require 2 moves, however, if I move back to hq, why do I need an extra move to enter? I had one more move before nighttime, but I moved to the hq in what I thought would be enough time. But I get the "it turns dark, do you want to run or sneak back to hq"?
2. (Minor) You have a bar for experience, and the amount collected, but it doesn't show how much is needed. It would be nice to see the "amount collected/amount needed".
3. (Minor) Same as above for health. You see the current health, but until you go to camp or hq, you can't see the full amount. So if there is ever going to be healing inside the buildings, then a total amount would be helpful.
The only thing that I would do for the game would be having the turn signs prior to the turns. Having them show during the turn doesn't help, especially for the blind turns. In other words, it was annoying turning one way and the opposite turn occurs, turning into death.
Suggestion about the maps. It would be great to have a indicator as to which map might have structures or upgrades. Only went through some maps once initially and found out that they had some extra valuables that spawned after.
I have zero bonuses in rebound master, I have a weapon that got me to the challenge in the first place, and I'm still getting knocked into the clouds for the "Learning to Glide" challenge. At a certain height (right below the clouds), you can't use Meteor Strike, which is kind of annoying because you have no control there. And the higher you go, the more you get knocked back up higher with the hell raiser... guess I need to purchase a lower powered weapon and see what I can do there.
There is a bit of lag when it comes to the sheer amount of boxes, zombies, and explosions that are happening, especially on the last level. Makes handling the vehicle a bit difficult with boost going when you find your vehicle upside down.
How about a gun that maybe... just maybe... shoots backwards? Getting kind of tired of zombies able to run and jump faster than your speeding car (ON BOOST!) from behind.
Other than the mages being overpowered (You can pretty much own the battlefield with a squad of mages), its a pretty decent game over all. Could probably use a map generator for continued play, but other than those points, I give it a 4/5.
The moving of the mouse cursor to collect coins, power boosts, and repairs is kind of annoying, seeing that's what you use to aim. The magnets would be great if they were focused on the cars and not the cursor. Didn't have a problem too much with the lag on the first two levels, until I bought the laser for the main car, then lag spiked. Had to use the time slow, from the truck, just to see what was on screen and where to aim. It was enjoyable up to that point for the most part. Fix the lag issue, and you'll probably get a higher rating. 3/5
Smash really needs to get fixed. Its buggy as hell. Just got a "Good" and it barely moved me a couple of feet of the ground... done with this game for now.
So why is it when I get a meteor strike (space bar on the critter as he is meteoring down to the ground) that it doesn't bounce him back up into space? The effect is less than spectacular. Matter of fact, I think it decreases the critter completely in height, speed, and overall effectiveness.
A little irritated that spotters were right next to spawn locations, for example, after collecting the suit, you go past the two security guards in a row, and the camera, and you have someone really close to the wall after jumping through. Plus a little irritating that being busted causes you to go back to a check point instead of just reloading the scene. Fixing these would make me happy, was kind of enjoying the game up until the annoyance of the teleporting (can't use the air ducts either?). 3/5
While I'm in the same boat with the others about the AI and the sudden death problems, the one thing that bugs me a bit is when you retry a level it brings up the rune page... even when you don't have the cash for it. I want to go straight into the level, not take another second to move my mouse to the button. The rune screen should know if you can and can't purchase upgrades. Fixing the AI not going after the closest enemies would make the matches like "Defeat all enemies within a certain time limit" a little easier.
Arrow directions became hard to see, so challenging at the end, fishing poles didn't seem like they gave any benefit other than less amount of times needs to push a button. Might have been great if they allowed for a mistake... at least once (if not more if you go back to the earlier areas). "Got the top fishing pole! *tests on smallest fish* *escapes after one miss* O.o"
The problem that I have with the game is that the controls for the elephant starts freezing when the lasers appear. So you have to be already away from the area to even consider surviving. Which is quite interesting that the keyboard commands are having a problem when they didn't have lag on the intro screen. Too much animation for the lasers, slowing down keyboard input?
2nd problem is that when you max your launch, you get hardly anything when it comes to the coins you bypass. If you want more coins, go minimum on the launch that way you get more coins and combos (which is almost impossible to get more than 3 on the second zone) in the first zone.
Maybe combos for the second zone should be based on how many in a row you can get before being hit or failing in the acid? Not by the mouse clicks due to previous problem.
I really don't get the point of upgrading the 2nd zone suit. It says that it prevents suit overload, however, in order to move around you have to only tap on the mouse button. It doesn't register that the mouse button is held down, so you have to tap the mouse button multiple times to get anywhere near the red zone, and even then its pointless to do so because that keeps you near the top of the screen. Was the dev thinking that the mouse button kept the monk flying and could move around based on mouse movement? Because that's not what's going on.
Nicely done game. I really have no complaints about it (which is kind of rare for me >.>'). The amount of particle effects and animation really didn't lag the fighting which is a huge plus imho.
And for those having trouble with the mobs (like getting knocked around a bunch of times), the upgrades will help. The "Blink" will help escape from being knocked around, and there is an upgrade to recover after being knocked down. The upgrades kind of hint at what they do, but you really don't get the details till after purchase. In other words, buy the new skills when able.