Pretty difficult, until I discovered that spamming pea shooters and blue blobs pretty much handled most of it. I'm not a big fan of the spells both COSTING bones and being on a timer.
Not a difficult game, but if you're struggling, here's a tip:
Don't buy any of the consumable or helicopter upgrades. Focus on money-making and spit powers. Just before the last level, get all of your consumable and helicopter upgrades. You'll beat it no problem.
It's a pretty good concept and terrific implementation, but the gameplay is just a little bit flat. Most of the time is spent waiting for your bank to replenish to buy the cheapest thing you can afford rather than actually making important strategic decisions. Perhaps providing more inexpensive turrets and static obstacles could help. (What's a TD game without walls?)
Yeah, some of the more complicated levels would benefit from being able to erase the latest line. Also, at some point it appears your chalk runs out. If this is an actual constraint, it seems different levels should provide different amounts of chalk. (And some kind of meter in the interface, of course.)
Also, not fond of the porn soundtrack.
Reminds me a bit of Dicewars, but with the classic War mechanic. Nice concept. The only snag I feel is the nature of the resolution; it wasn't always clear to me why I'd won any given battle. (http://www.gamedesign.jp/flash/dice/dice.html)
Thank you! Yes, I mentioned Dice Wars in the "Inspired by" section, it's a cool game.
The battle resoultion works in such way. Battles between individual cards: the stronger card wins, when they're equal, the defender wins.
Battles: when someone attacks someone other's province: the first side to loose 50% of the garrison retreats. So, for example, when your 7-cards stack attacks the frovince, which is defended by 4 cards, you need to kill only 2 cards to conquer the land. While the defender needs tio kill 4 of your cards (as 3 is less than 50% of 7) to keep the land.
This game shines about midway through. Getting going is a little rough due to the myriad choices presented. As you understand the balance and can sustain yourself without working, (only selling unwanted loot), it picks up a lot of speed. Unfortunately, the entire thing closes too loosely. After you've cleared out the map, there's no dramatic reward.
Terrific. Engaging to figure out, rewarding, and (most importantly) fun! My only issue is that some of the upgrades... stone and bubble walls in particular... aren't particularly useful.
It wasn't clear to me where the "game" was in this game. I can see the economic simulation but the inherent challenges and strategies available aren't real clear. Then, I can see how the races themselves might be the central part of it but there's not a whole lot to do in them... at least not as long as I played it. (The pendulum reflex game isn't really all that compelling after having done a dozen races.) The production values are top-notch. There is not a single flaw in the graphics, menus, or UI flow. Unfortunately, I just can't seem to find the game. (I want to, I really do!)
Thanks for your kind words about the production values and graphics, menus, UI - much appreciated. It's a management sim, so for those that like those games the fun is in that, but recognise of course that isn't for everyone. (reply from Playniac; please rate game 5-star so we can continue developing this!)
I like almost everything about the game but two things:
1. I'd like the edges of walkable areas to be better defined.
2. I'd like a little more room to navigate, or at least have some open "kill zone" areas.
I tried that pete. The problem with open areas is the 640/532 resolution. Its important to have at least one solid in the screen to give a sense of direction.
But i tend to agree with you. If i made a gare2 or something i will raise the resolution to allow for diferent size of robots and more "landscape" if you will.
I'd like to see the array of unit selection be a grid, instead of a line, so I could establish my formation before the level started. It would allow for more planning.
Very short. I like the idea of upgrades but they seem a bit perfunctory. They don't provide any real strategic hook. The words for summoning units should probably change.
Rookie UI mistake. If you have a game that requires keyboard control but a mouse click to start, provide a countdown OR allow for the next level to start through a key stroke. As it is, you gotta click the mouse then quickly put your hands on the keyboard before you die.
I've never played such a simple game that was so frustrating. Correcting the jumping so that it didn't require some kind of hummingbird-like timing would be nice.
Beating the game gives you the final dialog. Then you're taken to the menu and not given the option to continue. If you continue, after each subsequent battle you're given the final dialog again, and taken to the menu. This should be fixed.
Thank you! Yes, I mentioned Dice Wars in the "Inspired by" section, it's a cool game. The battle resoultion works in such way. Battles between individual cards: the stronger card wins, when they're equal, the defender wins. Battles: when someone attacks someone other's province: the first side to loose 50% of the garrison retreats. So, for example, when your 7-cards stack attacks the frovince, which is defended by 4 cards, you need to kill only 2 cards to conquer the land. While the defender needs tio kill 4 of your cards (as 3 is less than 50% of 7) to keep the land.