Not sure how to repeat it, but my character got "stuck" on a rock after fighting the student that looks like an elvish archer. I saved and returned to the character and it was still stuck. He walks but doesn't move.
Still seems to lack a sense of turning. The vehicle flicks into cornering so unsmoothly that it feels clunky. I'd like the vehicle to seem like it was sliding around the corners, or at least barely holding its grip. Instead the gameplay is more like Guitar Hero with three keys.
I would like clearer and easier to access info about each enemy's weakness. Remembering the type of each unit seems like too much brain investment for a game that (aside from choosing what unit to spawn) is pretty simple from a strategic standpoint.
It may appear that only two ships are available at each port, but there are many more if you scroll up. Upgrades cost both WP and Gold. Don't waste your money using special shot; save it for new ships. You can "learn" the high-end ships without buying everything in between, but the grinding goes much faster with some good intermediate ships. Don't bother trading or upgrading cargo. (You can easily win the game without it, and it's a hassle.) The basic 15 AP shot is fine. Target enemy to reduce them below increments of 15 for best results. For example, target a ship with 30 AP over one with 29 because the 30 can shoot at you twice. These are all basic concepts that took me too long to learn through trial-and-error.
There's a fundamental problem with a game that requires you to respec your upgrades after losing a level before you try again. Good game design allows you to respec OR to grind out additional upgrade points. In this case, while the game is fun and challenging, I quickly lost interest in playing the same levels over and over until I'd "unlocked" the formula that allows me to beat it. Also, the gameplay is pretty slow considering there's not a whole lot to do between tower purchases.
Kimsuraq, those are the number of units that are housed in the base. They regenerate and spit them out. Upgrading your regen rate will create them more quickly.
I liked the game but it felt just a little flat. The higher levels offer more congestion but not really any new strategic complexity. It's a made rush at the beginning to get a jump on your enemy, then it's just a war of attrition while you direct your units to the next inevitable target. I'd like to see terrain modifiers, additional tower types, and maybe other enhancements (like temporary structures, or the ability to build new plants).
Slick production values and easy, fun gameplay... but far too easy with a max coin/build upgrades and cheap tanks. Establishing base defenses with HPs instead of having all invading tanks be the same value, ("1"), would help balance the slower, more expensive tanks. Ultimately, the basic terrain and flat strategic approach from level-to-level sort of dulls this otherwise terrific game.
I love the basic premise, but the grinding, monotonous levels lead to a pretty flat experience. Nerdook's games are consistently top-notch... I think it's time for him to look at developing a game with deeper gameplay. This was just a bit TOO light.
Fair concept, and it isn't terrible that a simple Monopoly track system is combined with cards. Unfortunately the game does neither very well. It could improve the board game, or the card game, but together it seems disjointed and nonsensical. Like, what do animal cards have to do with buying and upgrading land? Recruiting someone with a better sense of UI design would help some too.
Awesome concept! I agree that the minimap subverts the mood. I'd like to see more traditional levels, then (maybe later) some deeper "thematic" levels that take this even further.
Not ready for prime time. Movement feels rudimentary. Collision detection is set to "annoying." Levels lack reason or flavor, really. Needs a lot of development... it feels like it's the result of an advanced tutorial.
Color items. Retry last level. Health packs. Configurable keys. Mouse aiming. Clear gate-key associations. Cut scenes. Lots of little things yet to do... but not a bad foundation!
Is that all? I'll need to add more branding :p