Few more comments: 1. Kongregate badge is ginormous. We get it already. 2. On one of the levels I had chat turned off (the level with the invisible tanks...3? 4?) and the level wouldn't end. Saved, closed, reloaded with text on and it instantly concluded. 3. I sometimes accidentally click on an action unintentionally or move somewhere unintentional. I'd like the option of undoing a non-combat move.
Too immediately difficult. Would like more of a grace period to learn how to shoot the ball and how the polarity works. The drawn arrow to launch the ball is often hard to "stick;" many clicks on the ball with no effect (not good on a timed game).
1. Move upgrade and unit buttons off of the field of battle. 2. Rework artwork so it's not cartoon-like. 3. Speed up pace slightly. 4. Provide more information in-game about each unit and upgrade. 5. Remove air-drop options as they are too random (or fix). 6. Add unit health bars to each unit (instead of numerals).
The style and essential gameplay are great but there's a good collection of small problems that undermine the fun. Here are a few of those things: 1. Inability to replay an earlier level. 2. Lack of a radar for upcoming units. 3. Little sense of relative power for the placed units. 4. A sense that the "right" way to win a level is formulaic. 5. The slot idea (though clever) should pay out more often and with more interesting things...such as "free" defenders. 6. An ability to place things IN the path. 7. An indication of which direction the creeps will be coming from. 8. Unlimited continues.
Wishlist: Replay level button at results screen. Edit deck feature. Longer view on what card opponent just played. Better indication that I'm instructed to DISCARD (accidentally discarded as a result of opponent's action when I intended to play the card). Better indication of what factors are preventing and/or adding to damage (the result of creatures is still a bit of a mystery to me).
I typically enjoy games like this quite a bit and this captured my imagination. I really like being introduced to new devices every few levels. However, I felt like I was often tasked with too many different kinds of devices at once and would have preferred more "theme" to each level...like a level with a ton of conveyors, or bombs, or trampolines, and so on...instead of seeing conveyors suddenly with every other kind of device I'd been working with. Also, and this is sort of a serious issue, I often found that when my egg was traveling very fast it would shoot right through the basket. Other times I would BARELY hit the edge of the basket and it would go in. I think the collision needs more clarity to the user.
I'd like to reflect what other people have said. The gameplay is pretty solid but there's little sense that the upgrades and gameplay reveals itself over time. If you play the game out to level 10 you've pretty much experienced all of the depth. Graphically it's solid (though it's hard to select units behind other units) and rollover tips for some of the controls would be nice, and a way perhaps of selecting multiple units, but those are all small things relative to the overall issue of adding more gameplay texture and depth.
Few recommendations. Seems silly to click through the house for different reasons. Just put the stuff together or put the newspaper on the monitor...who reads paper news anyway? Also, add missions and subtract the scenes between missions.
Feel like the buffs and debuffs need a little more presence on the screen. I'm not sure how to tell what is influencing me.
Also, in the broadest sense it seems like there are too many effects. There seems to be the elements of an interesting meta-game (ala M:tG) but the core decisions in gameplay aren't quite there. As if the complexity of how the decisions are presented are at odds with the goal.
There is one way to win: Attack your opponent's HPs. The method for doing that is via direct-damage...and the buffs and debuffs seem to just waste time in achieving that. Maybe I'm not using them correctly but it seems like it's too much for the simple gameplay.
Also: The attacks should be differentiated in some way...since healing does something special, the others should too...it will make for more strategic consideration. Incidentally, I thought the game concept and play pattern are awesome.
1. I'd love to see different board configurations as the game progressed (ala, Sweet Tooth). 2. Gold should be used for special abilities (mix up board, move 2x, etc.). 3. The resistances and weaknesses should be shown during the actual game. 4. There's no incentive to either seek fights or explore the spur towns. 5. An RPG-style "leveling up" function would make the character's progress more inviting.
Few observations:
1. Little heavy on the dialog
2. Would like to see 8-bit design throughout combat and cut-scenes
3. Not quite enough options...touch too linear
I would like to resume at my point of failure rather than starting anew. The time limit does not seem associated with the game in any way. I would like to see the challenge aspect introduced in some other way (and remove the timer). The game is enjoyable without any additional time constraints.
Pretty straight-forward. It's RISK, essentially...so just use a very conservative RISK strategy to win. That is, only take one territory at a time and be sure to leave a reasonable backfill of defense. Don't EVER blow out your defensive borders.
If you're mostly interested in graphic design within games, pong is a fine place to start. If you're interested in coding games, I'd take a hard look at your AI...the behavior is really predictable. If you actually want to design games, I'd look at the characteristics of YOUR game that you want to be known for. What is it about this version...your version...that is different?