I like the concept, but even for such a short game, the minigames got tedious. Maybe up the damage on all front so things can be over quicker. Also, how is grenade not an AOE attack??
Oh I see, the spade and heart in the up-right tell you if you still qualify for that reward for that run. OK, that's useful, so ignore my previous comment :)
Love the game! Just wish the heart and spade icons would only show up in the level if we'd already earned them. Having to exit back to the level select screen to figure out what needs doing on the level is needlessly tedious.
One nuisance that could be fixed: the screwdriver can't be picked up from above, only below. I wasted a bunch of time wandering around in frustration because I couldn't pick it up from above and so thought it wasn't grabable
Anyone else having issues playing? After picking a server, I get stuck at a spinning A logo with "Loading..." in the bottom-left. Game just sits here, even after many minutes. Tried on different browsers and computers, all with same result.
Are you still having the same issues? I might have been a temporary issue because everything is running fine now. Let me know if you still cant get in and we'll take a closer look.
Can't even get through the first game without a crash :(. Got an error this crash, at the start of the fight after switch 2 in the first game
[Exception... "Failure" nsresult: "0x80004005 (NS_ERROR_FAILURE)" location: "JS frame :: http://game264633.konggames.com/gamez/0026/4633/live/js/rpg_core.js :: Bitmap.prototype.adjustTone :: line 895" data: no]
Also, would be super-cool to be able to watch a replay of the level in real time, just so we can see how amazing we actually are at dodging bullets! I would especially love to see the first hallway in level 5 at real speed!
Upgrades come WAY too slow. Doesn't work to pay for linear power upgrades on a geometric cost scale. Also, restarting from 127 and buying all upgrades again sucks. We should start with all upgrades like 5 levels shy of our best wave score; that would get players right back in the action.
For ad revenue, maybe let us always start with all upgrades, then remove one wave per ad video watched (can't remove more than your best so far)
UGH, TRICKY TAVERN IS SOOOO ANNOYING!! There's design flaw "It's Time to Leave a Man Behind". If you touch the purple down arrow, then accidentally fall through the entrance to the previous level, you get stuck in an endless, inescapable loop of falling onto spikes. Only way out is to exit to menu and do the entire level pack over :(
I like the actual gamplay, but the RPG elements are terrible, particularly the weapon management. You have to unequip guns to do anything with them, which is so annoying.
This game needs a way to reassign multiple units *SO* badly. This is by far the biggest flaw. Also, would be nice if each point gave you some sort of permanent boost to make subsequent runs faster
Protip: once you unlock turbo mode in training, you can level afk. Go to critical training, turn on turbo, then walk away. Come back in a couple hours and you'll have dozens of levels. This also works for blocking training
@MydizWeljump, the gun always alternates between making a yellow and a blue portal. If you want a specific color, use Q to create a blue portal, E to create a yellow.
Like the concept of this game; it's just a little rough around the edges. Most annoying for me: the time it takes to collect loot! You have to wait for the monster to die, then for the loot to explode out, then for the loot to bounce a couple times, then FINALLY you can pick it up. Really kills the flow of combat having to hang around each and every corpse a couple seconds to pick up the loot. I would love to see loot be auto-collected when every mob is killed and the doors unlock.
Oh geeze, really? I should really fix that.