I like how the shockwave is more useful as a sheild than as a weapon in the last boss fight. I found this playthrough very entertaining.
To add replay value, you would need more bosses like the last one, higher difficulty, more expensive upgrades, and possibly one or two other playstyle changing features like the attack neutralizying shockwave.
I give this 5/5. Why? Because it is the best of its kind. Come on guys, this totally trumps "Upgrade Complete."
+ if you want to move abilities across pages, do the following: collect at least 49 ability granting parts. Remove the part associated with the slot you want to put a different ability in. Then take off, and re-attach the wanted ability. Voila!
- That said, a better system is needed for the sequel.
Note: It may be possible to exist forever in the dead zone for those with fast fingers. Make every single ability on your slots core heal, with a couple sheild boost for good measure. Go into deadzone and click on the arrow with the other hand to cycle through the four ability rows while mashing numbers 1-9 with the other hand. This grants 500*9*4=18000 health per five seconds. Now use the mouse not just to click on the arrows, but click on the abilities your hotkeys can't reach.
With speed and coordination, a full 500*12*4=24000 core health per five seconds is possible - more if an elusive "core heal lvl 2" exists.
NOTE: to make all abilities core heal, first remove all parts, attach 12*4=48 core heal parts, then add all armor/regenerating/weapon/thruster parts.
sign here if game needs badges:
death63
redpine
NOTE FOR SEQUEL: make game less dependent on the mouse. Hotkey for dropping turrets, hotkey for activating every ability on the row, hotkey to make an ally self destruct (to make room for more)
I am seriously impressed. Only changes I would make is a reward whenever you win non-quest battelfields and change the "kill this kind of unit five times" so that you can kill any of that kind of unit five times, not just the one marked on the map.
Nothing special, but cute.
Could have been cuter. I liked the baby dragon designs a lot, can't say much for adult or elder designs.
5/5, the game ended before it got boring. Perfect size for the game, any bigger would have been awful and any smaller would have been lame. I don't care how good or bad a game is, I just care about how well it does what it tries to do.
You have a GREAT design, but the gameplayed is poor. You need the camera to be zoomed out further so we don't feel claustrophobic, areas with multiple enemies, and oponents that colonize planets AND - this is the tricky bit - use strategies like attack weak side of planet, hit and run, build units to counter yours.
Reactive armor, biosuit. That is all you need for a loooong time. Btw, did you know reactive armor renders you completely immune to (though you are still stunned by) rhazor queen long spikes, horror spines, bumping into burning glooples? Complete immunity to fire pits too.
*SPOILER ALERT*
***Game is very much broken... for those who pay attention. three lasers ($400*3) per elevator holds off a level 15 horde without any trouble at all. No reason to upgrade lasers whatsoever.
Solution? Dunno, maybe enemies with laser resistance or extra speed. ***
*END SPOILER*
That said, great game, please make a sequel.
I MUST BE ABLE TO REPLAY LEVELS! LINEAR GAMES STINK! IMAGINE GEMCRAFT WITHOUT REPLAYABILITY!
Seriously, look at gemcraft, one of the most popular games around. Something to be learned from it.
Hey, and don't get mad at people who have a hard time with these games. Some crippling mistakes come down to pure chance, these games can get really arbitrary sometimes.
Also be nice if dual gems had a stat _penalty_ and a lower ability penalty, but that's just me.
PS kudos for making that prism gem thingy. Such a weird gem.
Awesome game, but it needs a few tweaks. Red gems need a noticeable level of splash, and it would be nice if red/yellow/lime gems had a useful effect when in traps.
That said, 5 stars