If you are looking to et all upgrades, then Winnipeg in Canada is one of the best cities to "money grind". Keep your "M.J." special zombie in reserve, and when you reach approx. 250 killed citizens, use it to freeze the screen, get all the money, and exit the level wihout dfinishing it, then redo over and over and over and over and over and over and over and over and over and over and over and over and over and over and until you have all you need!
Buggy sometimes. No new citizens sometimes appear in city, despite city not destroyed, so I have to exit the city and restart the level. Also, game froze upon exiting city (rare bug).
Tech tree is way too big and long so unnecessary. I suggest keeping tech prices & effects the same, but making the tech tree stop at:
- Tech 20 (not 25) for basic zombie techs.
- Special Zombie tech 5 (not level 6).
These levels are more than enough to beat the game, and will prevent the STUPID money grinding (redoing cities tens of times to get the cash) to get the last "mad scientist" trophy.
I always wonder how someone can be such a genius as to actually finish programming such a game, but so stupid as not to apply a little "game balance finish" to the game.
Meh.
Autofire is a must. A game shouldnt be about hands hurting while (or after) playing it.
I don't like the hard linking of the Monsters becoming stroner with the player becoming stronger. This makes the "experience bonus" upgrade the worst, since it givesyou no real advantage apart from making the game quicker, and thus, your final score lower than it could be.
Still, its a cool game.
Play Guide: "Kill the green guy by reaching him and exit by reaching the exit gate to complete the each level." Ouch.
See, it's quite easy to correct simple mistakes! The game is cool, tough!
The farther you go along, the more and more you have to try the same levels tens and tens of times in a row until you get it PERFECTLY (perfect timing at the exact right pixel positions), in short, ITS A STUPID GAME!
Super graphics. Horrible game.
Even if you drop buy gold and Kreds at the best rates: 1150 Kreds for 100$(USD) and 20120 gold for 10350 Kreds, then it means you get 20120 gold for 900$, or just about 45 cents for 10 gold.
Buying the best cost-effective healing possible for your hero (full health = 80 gold) means spending 3.60$.
Etc., all the screens coffer a super-easy way to pay with gold... uy try to buy anything with sesterces, and it becomes a hassle.
Crappy money-sucking game.
I disagree with xkoppy. I perfectly "got it", but "trying" to be deep, and actually succeeding, are not at all the same thing.
When an in-game dialog adresses directly the player, then it is not a dialog between some other non-player character and the player's character, but a dialog to the player, and the actual source of the dialog, unless specified as an in-game element, is not the game itself, but the author of the game. The text here is constantly condescending, insulting, and contradictory.
This games lacks a lot of context. White arbitrarian text on a full black screen does not good a game make!
Fluid game.
Little nitpicking: During the intro, the delay in-between sentences is not calibrated with the length of the sentence + normal reading speed. Some sentences, I found myself idly waiting for the next sentences, and the 4-line sentence I found myself not having time to read it all and cut-in-the-middle of my reading. Needs more finishing. Preferably, recalibrate the delay values, add the following buttons: "Skip Intro", "Previous", "Next", "Quicker", and "Longer".
The same comment also applies to the talking boxes of the in-game characters.
The physics are WRONG. The "energy" (the height and speed) of a fireball shouldn't be twice as strong when you just-so-happen to hit some stone block "exactly on its corner", instead of one of its flat sides. This "bug" is actually one of tyhese games features because hitting "exactly on the corner" is required in order to "ace" several levels. This is very bad game design as it makes the game dependent on pinpointing exactly a specific *pixel*. If that is the behavior desired, then user input should have been two numbers instead of the mouse: shooting power (%) and shooting angle (degrees).
Complete and utter crap.
Why?
Tnhatyg kind of game requires the keyboard keys that you type to be recognized:
a) In a SPLIT SECOND.
and
b) ALL THE TIME.
I stopped couting the number of times that my jumps occured a tiny fraction of a second too late because for some reason the game de ides to not always take the same amout of time to "recognize". Or the game simply ignored my jump key command and my guy did not jump at ALL.
Trust me, in this kind of game, 1/20 of a second DOES make a big difference.
How can a game programmer expects a purely dex-based game to be played using the old dos-based 1/13 of a second interval keyboard input buffer (or the equivalent) is wayyy beyond me.
Also, when the background is of a pale colour, the mini-map becomes utterly useless. So you have to learn the maps by HEART.
Yep, utter crap.
Big Game Bug: Despite having CLEARLY made a big demolition, the game sometimes says "demolition failure" way too soon, while building pieces are still clearly falling down quite quickly.
Think a management game that has lots of data, kinda like Civilisation, but instead of turn based you only have a few seconds to play your turn.
Concept: Pure Genius.
Gameplay: Pure Shit.
Management games (i.e. those with lots of game data to handle) should either be turn entirely based, or allow the player to slow down the speed at which the game-time passes in the game, so that the player is thuws actually ABLE to play the game as it should be: skip forward a bit n time, then nearly-pause it to checlk in deatail the game state, checking at his own pace the data he needs to make his in-game decisions without feeling pressured to act "right now" as if it was a first person shooter.
Game type and interface gameplay simply don't match together at ALL.
To streamline combat:
Facing determined automatically. Then, whenever someone is attack, ONCE PER TURN it is allowed an automatic "freebie" 90 degrees turn to try facing his opponent.
(of course, this makes attacking from behind really hard to pull off, BUT you can simply boost the bonus to attack from the sie and boost even more the bonus to attack from behind). This saves the extra-boring "select direction. step. Or else, don't force the user to click EXACTLY on the direction icons, just use wherever he clicked on the screen to determine direction (unless its anpther command, of course).
To streamline combat:
Make move always precede attack. This way, INSTEAD of menu we can directly see highlighted squares.
GREEN = move, RED = attack (including spells). CANCEL should be able to fully rewind (if you are defining but have not yet made your attack, canceling should bring you back to your movement, which you should also be able to cancel).
When in combat, sometimes allies "hide" squares or monsters behind them. When the hero is defining his attack, such "ovbstacles" should be ignored / see through (you don't want to attack your friend!)
To streamline combat:
ACTION should be already folded out into the various available actions directly in the main combat menu. Example: SLASH, ITEM. ITEMS should provide a higher menu to accomodate more choices. Instead of ACTION, ATTACK, SLASH, its directly SLASH. Instead of ITEM, see 3 choices, scroll, scroll, scroll, scroll, scroll, scroll, scroll, select an item, its instead ITEMS (see 8 choices), scroll (= page down, not a single item at ac time scrolling down), select item. This saves a lot of clicks.