Game finished. I like the variance of strategy needed in the different levels. For a sequel. Perhaps implement the traditional "upgrade points between levels"? Overall nice, if short. ^^
Bugs sofar: 1) Jumping through the "floor" in the agi training at the end (though still receving a "win"). 2) When buying the first mage upgrade the game automatically bought the 11pt extra intelligence in the same tree, putting me at -2 ability points.
Would be a nice feature if "full raid"s bumped one of the non-contributors every time a new player wanted to join. Then make it so you're unkickable for 10secs so you can put in some damage. If everyone has damaged the boss, then make it so the person that has contributed the least is kicked if a new player joins. It's sad to see so many "0 damage" members..
Bugs/other: 1) You get the exp from battles before you watch them. I know you don't 'have' to watch them, but still.. 2) You can refill health for 50g in area 1 no matter how far in the game you are. 3) Can we get numbers for our health on the bar? 4) The tooltip on items gets stuck on the items. Suggestion: Raising the energystat should increase the % energy you regenerate, instead of just regenerating 1/3m. High energy is not something attractive in the end unless you're abs
ent from the game long times.
Seems like starting early has a huuuge advantage with absolutely no drawback, while starting late (or last) basically means you'll never be able to be as successfully aggressive. :/
Would be great if the penguins either choose a new target when they killed someone or after lika 2 secs. Choosing, of course, the closest enemy. Also. Making the teleporting enemies delay 2x as long before teleporting would make it a little less random if you were able to win or not. :P
When half of your base has been destroyed, it's very frustrating to have damaged buildings behind large buildings. The large buildings blocks your ability to click on the smaller ones, making them unreachable.
Could anyone tell me if there are any rewards/benefits from gaining levels or killing monsters (besides preventing them from killing your base), or is it just for the high score table?
Charming monster. It would be very helpful if it was more obvious when a building wasn't completely destroyed. As it stands, i keep searching the rubble for the building that looks destroyed but isn't, while 5-6 planes shoot 5 homing missiles each. :/
I have a suggestion fpr an ability (the ones you get to spend points on when you level up): "Marketing" - points invested in this ability increases the chance that visiting customers ask for items you have in stock, instead of items you currently don't have in stock.
You have a loot of glitches right now. The "backpack" perma-opening up after death, clouding the meny. Monster+monstershadow/background + undefined values after you "escape", combined with passing through enemies after 1r automatically... Better doublecheck the code.
If i was a shopkeeper in this world and saw my new customer walk inside, shove his way past the front desk and run to my treasure chest in the back. Then stare at it for 30min and afterwards run out of my store. I might want to implement some new directives for my thug.
Too random. Also, you might want to increase the timer on the enemy bombs. As it stands, you dont even have time to move a disarming unit to it even if you have one available. :/
Hmm.. the hit detection of the poison dart seems a bit off. Also, is the bog supposed to just be a light green square? Other than that sofar it seems like an addicting game ^^
That is fate of all turn based games. All I can do is randomize order of players at the beginning. It will even out in the long run