Okay... This game got too annoying for me too fast. First off, ships fly out of nowhere behind you, some so fast that if you aren't in their kamikaze strike path, then you are guaranteed to be hit. No matter how fast your ship is. Second, there are no weapons to offer protection from behind or to the sides, so if you can't clean up from destroying the enemy moving side to side, then you are guaranteed to be hit, whether its by the amount of bullets or the kamikaze ships flying at you. And seeing that the kamikaze ships don't explode on impact, then you might have them slam into you twice, which does A LOT more damage than the bullets.
So, to fix this game: Offer better weapons. Kamikaze ships explode on impact. And slow down the ships coming in, especially from behind.
Fun game. Its definitely a 4/5. It could have been a 5/5 however, there are a few problems. First the Slide Move allows you to go over holes, but it doesn't always happen. Either it should allow always or never. This became really apparent in Volcania, Level 2 & 4 where your blobs are stuck behind holes, waiting for the teleport card in order to be able to put up a defense against the enemy. Last problem is the Boss of Atlantis, you have 3 normal enemies, with a standard set of cards (I would imagine) and they get first strike. I've had to repeat the boss multiple times because of the enemy using Laser Beam, which is instant death. So not only do you have to be lucky on your cards, but hope that the enemy doesn't start out with any attacks cards as well.
Winning the quests aren't the hard part, the difficult part is winning the secondary quests in order to get the permanent bonuses. The time limits are especially difficult when combined with the destroy all enemy buildings. For example, I've already bypassed Quest #11, but yet I still can't get the secondary quest under Quest #5.
So a couple of modifications could make it a little easier overall, Poseidon's comment for example. Add tech tree bonuses automatically for harder Quests. Increases in starting money or money over time, and decreases in unit cost are also helpful. Basically, the main issue is lack of money is keeping me from getting the secondary quests. Boost those and I would give this a 5/5. However, at this time, I'll give it a 4.
Yeah, not liking this too much as the difficulty goes up pretty steep with little upgrades to help out. The Delaying of the patients is too short and both "upgrades" have a one use policy, so you have to wait till the worst situation to use them, which guarantees loss of patients. Kids dying waiting for a lollipop is annoying, and the +50 doesn't push the health beyond 100, which is understandable, but it increases the difficulty as all the patients lose health at the same rate. Maybe if the loss of health for those that are cured could be slowed? If I had some way to combat the increase in difficulty (faster diagnosis speed, faster walking speed, mass lollipops, etc) then I could see this as a pretty good game with a decent difficulty. But as it stands now, 2/5.
Couple of things to point out. First is that there wasn't anything stating that I could put multiple upgrades of the same type into the same tower. It wasn't till I read Xandramas's comment, that gave me full understanding in order to complete the game. Tutorial might have been helpful. Second item was the click to cycle through the upgrades/towers. This got frustrating fast. Numbering/shortcut keys would have been extremely helpful. Last (and minor) point... didn't spell "achievement" correctly at the end. 4/5
Wow, this needed to have been tested thoroughly before this release. First, I have to "buy" the captain EACH level? On level 3, when I first selected both the machine gun and the small cannon, it glitched out and only showed the machine gun. Pirates don't drop enough money to buy the turrets needed typically for the first wave of enemies. Captains "Line Strike" didn't hit the rats on Level 3, so having two rats hit at the same time was annoying. (or were the rats that tough?) No health bars of the enemies, so unable to judge how much life they have left. Fix the glitches and you might have a decent game... 2/5.
Pretty decent, nice varying enemies, nice varying weapons. Mute button and scrap magnet is needed. But there are other issues. First, the amount of scrap needed for better weapons and upgrades increases dramatically, while the amount of scrap increases slightly. This becomes apparent in Realm 2 #16. Been able to save up till about shotgun, which has really no effect on the kamikaze bots that come from all directions. The 4-side weapon MIGHT help, but the weapon damage is too low to be effective. So either scrap has to be spent on upgrading the weapons, or you go down to the lower levels to build up scrap for the next weapon. Last bit of info, the clip doesn't get reloaded between levels. So if you end a level with one shot left, you start the next with a single shot available. Clips should be reloaded prior to each level.
Level 25 is the worst. Because not only does all 3 cpu's focus their attention on you, but if you finish off the previous levels then you can't upgrade anymore. So you are stuck hoping for a chance that the AI's won't focus their attention on you. Makes the game almost impossible to play and highly annoying. 3/5
The bushes in the Monster Movies that trap you without any way of getting free is one of the most annoying factors of the game, more so than the wheels easily falling off. If you could blow up the bushes so that you could get free, I could see it as an okay work around...
Interesting little puzzle game, the problem that I have with it is that you can't control when the bombs blow up. The walking/moving enemy pushes the bomb and then walks away far enough to get out of the blast radius. So at this point I can't get past the first Ghost stage because of the two moving enemies pushing the bombs out of range. So in order to get through the first Ghost stage I have to have some luck to get past it.
Interesting game. Fun at times. However, I've seen two problems. One, the amount of money that you get per day doesn't increase nearly as much as the difficulty. I'm at day 30+ and I'm just getting the M4A1, after skipping quite a few guns (been pretty steady with the shotgun though). So either allow for everyone to go back to the first day (yeah, not likely), or bump up the money, or it will take forever to get the achievement "All Weapons All Upgrades"
The second problem that I've been having (probably due to lack of proper guns) is that once the zombies poor into the area, the game slows down. I swear that my shooting slows down, but the breaking of the barricade doesn't. Hard to say with the amount of lag.
But I do enjoy the game and the sound bites that you put into it. 4/5
Fun shooter you got here. Couple of things that I would do to improve. First, allow for the money that you earned to come with you into the level. Otherwise, levels 20 & 21 are almost impossible to get 100% on because you can't kill the initial enemy ships fast enough to get the money for a bomb. Second, bomb prices should be the same throughout all levels. The $100, $150, and $250 can get annoying when you feel like you have enough money but nope, not quite, need a little more. Third, while the omni wave is good, I felt kind of cheated that I didn't have the forward laser power of the Ion Flux, nor the wide range of Mega Spread. I should only need bombs when I get myself into a bad situation, bombs shouldn't be a requirement in order to live/get 100%. Otherwise the two enemy ships that spam shots just win right out when you have enough of them. (Because they spam the screen with shots, in other words, if the enemy can spam the screen, so should you.) :-)
I know that I'm probably going to get flamed for this, but on normal level the difficulty is too high. I've died on level 3 multiple times because the blast radius for the drums are too small, and the overall area of hit for the large zombies is too much when you have 5 on one screen. I figured, once I beat the level the assault rifle will help... it doesn't. It took just as long to kill with the uzi... might be a little less for the rifle, but still. I'd hate to see what hard and insane is like... I would recommend upgrades to allow for survivability. It might also be nice that the bullets still fly in the direction of the mouse, and not be so focused on the bullseye, that way when I'm trying to run around avoiding the zombies, I don't have to focus on two things at once. I mean, its a decent game, just needs adjustments, IMO.
The intro sequence just skips through everything with a very fast framerate. Not able to see anything. Tried killing mutant shark... clicked outside of window which brought up the pause. Could not get back into game... unplayable.
Oh, that's nice. So even though I'm starting over and the towers were removed, the sniper rifle and shotgun that I had set to primary and secondary are still there. Guess I don't need to purchase those again...
Same problem with 5th tower, no splash damage, plus the rockets didn't focus on vehicles. I would imagine that the 6th tower is the same. Sniper rifle, while has more firepower than the shotgun, takes more shots to destroy the heli's and tanks.
Shotgun actually had a spread shot which was good. So based off what I've seen so far Shotgun > Sniper Rifle, and Gatling Gun (Tower #3) and Machine Gun (Tower #2) were better than Tower 4 & 5. Forgot to repair, so starting back over.
So I bought the 4th tower upgrade thinking "1 shot, 4000 damage, must do splash damage to the soldiers around the impact". Nope. Kills one unit, that's it. It was a waste of money. The machine gun tower (1st tower upgrade) did more, which is pretty sad.
The autofire would be nice, but the hotkeys were fine. Going to find out how the 5th and 6th tower upgrades are, compared to the 4th. (Not removing Gatling gun)
This game was not thoroughly tested out. The first level was almost impossible to complete, five of my factories against one of theirs? And they were winning? I was seeing the robot shots stay on screen, as though they were dead robots. Then after finally completing the first level, it first goes back to the menu, THEN to the results of winning the battle. After that, the menu glitched out so that I couldn't select the next level. Refreshing the browser just reset the data, so I'm back to the first level. Sorry, this became unplayable in my opinion. First game was better.
So I wanted to see if I could max out the skill tree, which I did after a while. However, I noticed that AGI, INT, and DEX wasn't maxxed (300 points total) on the Ability Points menu. AGI and INT had 20 points missing, and DEX had 30 points missing. Not sure if that was intentional or not, but if not, then good for the developer to know for next time. :-)
Decent game, my only issues is that the blues would only highlight a few to be locked when there was a lot more to lock. I also agree that ending the game due to a player or opponent being locked doesn't work when the player has clear advantage of the board, but still loses due to the opponent having more locks initially.