So if you fail a level you don't get any of the gold earned from the failed attempt and any levels you earned in experience gets removed, as though you never played the level. I guess you can replay the earlier levels over and over again to grind for the gold and skill levels, if you are having a hard time with a particular stage. Now if the Reset skills was free, then I could see the reasoning behind not allowing any benefits from a failed attempt. But having that cost just means that a player would be forced to play an earlier level if they allocated poorly on their skill choices and don't have the money for a reset.
Its a good game, I'll give it 3/5 for the smooth gameplay and style, but it lost points on the potential grind and the skill points being forced (not only during gameplay, but the categories for each).
So I'm grinding on the missions to get them all done, and everything has already been purchased. Would be nice if the useless xp and/or gold could be used for increased stats, like increased troop speed, increase fire speed, reduced regen time for super attack, or just increase damage for weapons. Airstrike > Air Support. And some missions could be completed faster if they were given near the beginning of them. Like getting grenardiers on your team, easier to deal with when you just have only riflemen and grenardiers to pick up. I mean, I'll give it a 4/5, but it could have been a 5/5 if the mission grind and increasing gold wasn't a problem.
Other than the grammar issues "You got 25 percents" and "You need # more to get a new", I enjoyed the short game. Would be nice if I could have used extra stars for extra boosts. Oh, and why no horde for the tutorial? Waited a good minute or two without seeing a single zombie. :-)
Have to give this a 3/5. Its a fun game, I really enjoyed it. The problems which dropped the score, is too much particle effects mainly when collecting coins and the like on the player. It lags the game down to the point where survival is just one long lag fest. It didn't hold my interest after a while. Quests are on a per stage basis, which means that I was able to clear all the stages and get all the possible upgrades I could, which meant that I was grinding on the quests. Grinding to get the money for weapons and upgrades, sure no problem, but if I can't even get to the weapons and upgrades because they are locked, that's a problem. The respawning over pits is something that needs fixing. Empty small chests... sure, no problem. Empty 3 key chests? Problem.
Okay, here's a bug for you. After dropping down a pit, when you respawn it respawns you randomly. I just got respawned over a pit. Respawning should occur at least at the very beginning (first 50% at least) of a platform, not over a pit and not at the very end, at the edge, of a platform either.
Okay, yeah. Tutorial needs serious work. Lots of Dialog with nothing to say, no real description on where to place or how to place the buildings and pipes. No description on what each building needs to operate. And that's just on the first level. Electricity and Water should probably work similar to SimCity, once connected to a building, the power and water should flow. And if the buildings are next to each other, then they should get power and/or water, depending on what's needed. Haven't even gotten to the combat yet. 3/5 so far
Gave the game 4/5. My only problems with the game echo what others have stated. Random Map Generator, updating objectives upon completion, kissing the missile for near miss, hats doing nothing but change appearance, paw tokens worthless after last planet purchased, and no real change in abilities between the different characters.
Played this the other day, and while we did have the occasional crash, the gameplay was somewhat smooth... Today, the graphics are lagging, which makes gameplay difficult, plus, it didnt save my data from last time, so I am starting over. It was 4/5... now it went down to 3/5.
Tip for the dev: On the Challenge "Kingpin" once a mistake is made the "geek" flashes for a second or two. This makes it difficult to judge what shield is being used, when the shield is included within the flicker. So once a mistake is made, its difficult to correct, making the challenge that much harder (and frustrating).
Repeat of primeoffense's first 3 points. I was okay without the checkpoints. But it would be nice to use the money for something after all the upgrades are done. Like more firepower in the torpedoes. I wouldn't mind over-playing this to one shot the bosses. :-)
The game is... okay. With more work it could be great. First, feeding the fish. It really was a time waste, unlimited time with no penalties. Why not just give full energy when player clicks the feed button, or put a time limit to the minigame, so the player has to consume, or they waste the money. Second, Explanation of the attributes would be helpful, but I kind of figured them out after a race or two. Third, work on the collision boxes. In some minigames, the collision box around the fish in say the Agility minigame is too far out from the fish, where as, in the reflex training for example, you have to get the mouth of the fish to the starfish in order for it to count. Make the boxes consistant for each minigame. 3/5
Reminds me of Half Life 2. :-) This is a pretty good game, I like that I can go back and play the original days to get more money for the upgrades. The only thing that I didn't like was the "onlinegamer.cc" logo in the bottom right corner, right in the way of some of the enemy soldiers/vehicles. Swap the time counter with the logo, in other words, the logo should be in the lower left corner at the very least, and there wouldn't have been a problem. 4/5
So I gave the game a 4/5 because I really did enjoy quite a bit of the game, especially the customer combinations. There were just a couple of problems that kept me from giving it a 5/5. First was the "all customers giving a 4 star rating". With customers, like the hipster, which tended to rate low, it was difficult to get a single day in, much less 4. I had to change the percentages so that only certain customers would come. So no matter what furnishings I had or the amenities that were available, the likelihood of a below 4 star rating was still high. Two other minor glitches was the elevator didn't work like how an elevator should, especially at the end of the day when the cleaners are heading back to the office and the servers wouldn't serve after a hurricane hit the island. Had to save and replay in order for them to serve again.
The quest "At least 4 star rating from all customers for 4 days." is the worst quest so far. I average about 8 customers a day (without advertisements), I have most of the rooms set up almost perfectly for each guest, and I have most of the amenities. But yet, I still get the one customer that puts a 3.5. For example, had one hipster that was the only person out of all the customers that gave me a low rating, even when the only thing I couldn't provide for her was a Microwave and a Convention Center. She gave me a 3 star...
Its a good game, well put together. My only issues with it is that there is a cap on the skulls keeping you from achieving all upgrades, which forces you to reset in order to get all the achievements, instead of having enough skulls for all the upgrades (well, maybe minus 3 for the trip to the main game site). My other issue is how fast the mana returns. When I had the Stone Giant and Frost Mastery I was running out mana pretty quick when I tried to combine the fear spell, the Stone Giant and my regular frost spells. Didn't dare the cavalry, because they had little effect after the first level was breached with a fairly large mana consumption. The 50% was helpful... but imo, I would have appreciated more... especially for the last levels.
First off, let me say that this is a 5/5 game, however, I did notice a couple of bugs. The bugs were in the missions. First bug, was that around the 200+ mission, the mission "Hit a lucky gummy in Survival Mode" came up. But wasn't that a mission that was done around 100+ or so? I think its a duplicate mission. The second was in the 200+ missions, the "Get 5 perfect launches in a row". This didn't reset when a perfect wasn't hit. So it just counted the number of perfect launches. Not that I'm complaining too much, because perfect launches are difficult to hit around that point. :-) Enjoyed the first game. Now enjoying this one. Keep it up. :-)
Okay, so I just tried level 9. That was an impossible level. The sheer amount of aliens that poured out, plus with the lack of available ammo, I was able to get the receiver to the first location, but ran out of ammo right afterwards. Plus the glue alien dying right on top of the elevator entrance as soon as you open the doors? Really? Either I'll need to find the other elevators and try that or I'll have to look through the walkthrough (which I try not to first go around) just to see how its done.
Many thanks for your great feedback! I will think over it.