I'm stuck at the where the door on the ceiling that Clide can't reach...where does the rope attach to? And should the flashlight batteries be used here or should I save them for the electric car? HELP!
Doesn't seem like there's enough game here. The platform is reasonable but there's no decision-making, strategy, or even luck...it's just all twitch and pattern. Maybe with another level of activity there would be something noteworthy.
Seems silly that the flashlight doesn't illuminate the zombies...they just glow naturally, I guess. It should be clearer which decorations you can walk over and which you can't. I was also thrown off by the reload but the worst part was getting abruptly to a part where you ride a gurney and shoot zombies...but with no time to get used to the new format. And I died...and had to start clear at the beginning. What is the money used for anyway?
Although I like the retro shooter style and the shooting mechanic is unique and cool, the game seems a bit too difficult. For starters, the area is too small and tight, at least for me, and I'd like more maneuver room. Second, like all the great shooters of the past, there's no unifying theme. In the past it was because of bandwidth...but these days I think gamers expect a little more...some reason to think about their opponents. All things considered, it's a fine game.
Superb game! My only distraction was that the edge of the live area is at the edge of the flash frame...and it's often necessary to position a piece right at the edge. If you don't clear your selection, the piece sticks to your cursor and crushes whatever you had going. A solution would be a wide border around the whole thing that could be used to "deselect" the piece.
5. The turn queue is nice...I like the concept. But how do I know WHICH spider is next in the queue? Some kind of indicator which spider in the field was linked to which spider in the queue would be good...maybe on a mouse-over glow or something, you know? 6. The carapace debris should maybe disappear after a round or so...it doesn't really serve a purpose and adds to the visual confusion. (It's a nice touch, though...in small doses.) 7. It's kind of strange that a unit that had melee attacks left but no moves or ranged attacks would remain selected if it wasn't near an enemy. I have to manually end it's turn? That seems a bit cumbersome...perhaps a preference could help adjust this. 8. Show Grid is a toggle...Show Hitpoints should also be a toggle. Mine wouldn't stick. FINALLY, again...I think this is really solid.
Nice, classic TBS structure. I really like it. The UI graphics and level of polish is top-notch. I do have a few areas I'd like to see improved though. 1. It's a bit too dark and difficult to see the units and impassable terrain. When every point of movement is critical, it's important that an enemy unit or obstacle isn't overlooked. 2. I'd like better rollover information about the units, ugrades, and so on. Most of this stuff I figured out as I played but it would have saved me some confusion. 3. The pace seems a bit too slow. Having the units move to a destination (regardless of how many turns it may take) could help this, for example. (I understand this becomes complex...what if the unit encounters an enemy unit along the way, etc.?) 4. It's instinctive to click on a unit to get information on it or to select it...but I don't want to have to click again to clear that info panel. Clicking anywhere outside would be preferred.
(continuing...)
Bit of a problem. At some point I quit taking damage when I was shot. So I started ramming the ships. They would blow up, I was invincible...might want to look at that.
Accidentally restarted a level I had already done so I jumped out to the main menu which reset my progress so far and cleared all my finished levels. Not good.
After playing with it some more, the machine guns are vastly overpowered. On nearly all the levels you can place 2 or 3, upgrade them a few times and just sit back until the level is over.
There are still some balance issues. Huge improvements though overall! Would love a "return to menu" option on the battle screen...or a button to forfeit a battle. Would like to be able to reset my skill points. Would like some indication of what kind of bang for my upgrade buck I'm getting. Would like a hotkey for "next wave". Crashed on a "mission failed" screen...clicking "okay" simply kept me on that page (had to refresh browser).