Also, incidentally, I didn't have the cash for my home upgrades but it let me take them anyway. Maybe the narrative is written incorrectly, or maybe that's a bug. (To me, it was a feature!)
This game strikes me as very strange. It's clear that a lot of the backbone exists for a robust, questy, hack-n-slashy classic, but there's just nothing really here. I traversed the world again and again looking for something to do... a quest marker, a story to advance, or even just a fight with some random monster. So, Mr Developer, is this going to get any wider or deeper?
As stated on the description, this is an entry for the "Game In Ten Days" contest, so it was done in ten days and we can not update it until the contest voting finishes :) On the updates on the right you can see a bit of what is in progress/done for releasing as soon as we are allowed :)
The action portion of the game is terrific. I'm a little confused by the short levels. There's little to do between them due to the option of upgrading whenever you want, and there's no real loadouts or missions, so the levels don't even really introduce narratives. Other than that, I think it's great. I'd like to see more elaboration in the terrain and opponents.
Amanirose covered a lot of my observations except that when a gun reloads, the poison (powerup mod) falls off of any poisoned enemy. That seems like an error. I would have liked to have seen more enemy types. The levels doing change at all except for the number of enemies and, at the very end, the spawn rate. That's not really enough variety for 20 levels of gameplay, in my opinion. Fun defense game overall, however.
Great fun and just the right length. My only minor observation is the annoyance I felt when I missed the mouse-click on unit deployment because it cleared my selection (resulting in re-selecting the unit and trying again). Solution: Make those unit placement boxes larger.
Zombies are difficult to see, and that's fine except that it removes some degree of tactical maneuvering. The ammo for each gun wasn't very clear, and I would have liked hotkeys for switching weapons (rather than using the number). Also, a sense of accomplishment periodically would be nice.
You can always send me suggestions via PM, Pete.I added some trophies in the game, so you can now have a bigger sense of accomplishment with them.Thanks for playing!
I love the graphics and the interface design and the length of the levels, but I really dislike the constraints placed on my build spots and the sensation that each level can be beat according to a formula that I will only discover through trial-and-error.
I think bxgolden is correct; there's no need to have several safes in a single location as the goal has already been met. Also, I'd like to have the guards use the same "red cone" of visibility as the cameras since the concepts are so alike.
Glitch (that benefits the player, I suspect) after a resurrection, if you allow your character to stay at 5 HP (no healing), you won't take damage and can grind your way through the lethal enemy.
It's a match-3. I wish that there were a bonus for 4- an 5-piece combos. Overall, it's fine. About 20 levels or so with a leaderboard at the end, if you're into that.
Most excellent! Few small glitches. My ropes were "sticky" in that they would re-anchor to terrain elements that they touched, (not just the grappling end). Few small typos. Terrific concept, fun levels, and very imaginative!
While the gameplay is unique, I didn't feel like the challenge scaled in an interesting way. The "play" of the later levels is not significantly different than the earlier levels. Still, it's a fun game that might benefit from one more simple layer of player decision.
Hi! Are you looking for more difficulty in the later flowers of a single journey, or in later journeys? You may want both, of course. :) I just wanted to clarify. I'm probably not going to update the game at all - it is what it is now, and I listened to the words of the Buddha, who said "_Give, even if you only have a little._"
I played this until about level 45. Lots of things I loved and a few things I wasn't so excited about. The amount of accomplishment and sense of reward for each run—even on relatively good ones—feels a bit low. My rewards were not very reflective of my performance. The upgrades felt a bit too small to really work for and that destroyed my OCD need to max out. There really aren't any new visual reveals at higher levels... just the same monsters but more of them and tougher, so I didn't feel like I was exploring anything new. However, gameplay (except for the arbitrary-feeling hit boxes and stage edges) was excellent. It's just a little too long.
Very interesting review thank you! The upgrades were a lot stronger before but the game balancing was difficult to get right since upgrading would really make you overpowered. I'm aware that I "cheated" by making all the skills a lot less effective so it didn't become an exploit. I do agree that the upgrades need to be improved though!
I'm also the only dev working on this so adding more content (enemy types, items, balancing items/skills/enemies) takes a lot of time. I would've liked to add a lot more and improved on some points but I've been working on this for some time now and just wanted to get it out.
Love these comments though it's very helpful getting players' perspectives! Hopefully I can keep working on this for a while and update some improvements!
We changed the prices before uploading to make them easier to get, so perhaps something went wrong. We will fix it :)