Combo coin bonuses aren't scaled right.
10 coins for 25
15 for 50 (10 for second 25 +5 bonus)
20 for 100 (10 coins each for third and fourth 25)
30 for 200 (7.5 coins each for fifth through eighth 25)
Rewards should go up exponentially, not down. Long combos are difficult, and should be rewarded as such.
Thank you for your feedback. We agree that we made a mistake in scaling the coin bonus balance. The next update should fix this issue. Once again, thank you!
Shameless ripoff of Burrito Bison with poorly designed minigames that frequently leave you wasting a rocket strike because of click spamming. Fun, but there're better out there.
Solid game, but the controls need work. The rest of the game has keyboard control, so why do the menus require mouse? Also, attack buttons should be remappable.
Good fun, but the unit balance is WAAAAAAAAY off. Since the end-game progresses more and more towards ranged units, researching and upgrading melee and flamers (the most expensive unit!) will never pay off. Couple that with the fact that max-rank grenadiers are effectively invincible because of knockback (against all but boss special abilities) and do AOE damage to boot, and you've made a game where more than half the units are "just for fun/flavor." Loved the music and the unique art assets for every level of every unit. Just wish there was more of a reason to use them.
Okay, so now that I've made a fully successful hotel, apparently the only thing left is to turn to coldblooded murder. Unfortunately, the achievement seems to be bugged. If I'm going to systematically kill everyone who visits my chapel, I at least want a meaningless token of acknowledgement!
What an awful, pointless grind of a game. Not only do I have to do the same boring minigames dozens of times just to get ONE duck to be competitive, I need to train multiple ducks, essentially starting over from the beginning of the game TWICE.
Solid mechanics and a nice long game. Definitely play it on "Survival" because I still had plenty of ammo, and the hunger and sleep add a much-needed layer of depth to the gameplay.
Shield Golems blocking a percentage means the difference between rapid and normal towers is meaningless. Upgrades feel weak for how expensive they are; you need to grind a lot to get any upgrades that feel like they make a difference. Otherwise, the concept is solid. I just wish the progression felt more meaningful/less grindy.
Thank you for your feedback. We agree that we made a mistake in scaling the coin bonus balance. The next update should fix this issue. Once again, thank you!