@knottylovegirl there is a soft reset unlocked typically after 1-2 days first play-through. All achievements, including that one, are made easier and often trivial by getting stronger through the resets. Please don't rage about a game before grasping the basic mechanics. Hope you find a game more to your liking.
Fun, humorous, bespoke, nice art and gameplay feel, but desperately needs menu commands. I.e. like after i finish the game, I only have option to carry on in survival and need to refresh the page to do anything else. With a bit more polish and content would be a 4/5.
Some Tips if you struggle: For Normal mode: focus upgrades on free damage, defence, and magic/mana boosts. New spells are last priority, Golem is good with Monks. Obviously only attack shamans and wall destroyers . Ignore the Left tree. For Hard mode (attempt after Normal lv5+), put a few points in the Left tree (monks!) and try to only use your basic attack as much as possible. Once they break through the first floor (they almost definitely will), only attack units on ground floor if your mana is high. Pretty sure that shamans only heal on same floor, so you can attack them ground floor but only when they're under the burning oil pots. Eventually, with enough skulls, Archers are awesome. With these tactics I got all skulls and had a good time :). 3.5/5
Meh, nice and simple but a bit TOO simple. No control over routes OR numbers sent, and forcing me to click constantly to reinforce the frontline. There's not a lot of strategy, just reinforce quickly, take easy targets and dominate early. Needs more depth/control. Music is good. 3/5
Nice concept and level designs, but please let us see what the achievements require (and at least a hint for a hidden one) so that i'm actually motivated/amused by them. Polish it up, add more content, and you've got my 4 stars minimum :)
Love this game. The fact that you can mix and match beliefs is actually relevant and lends options for different winning strategies. But damn, some of the early game can be really cruel on higher difficulties. A few UI changes would be great, like easy restart/ main menu. Also would be cool if we got a minor boost with achievements. This could be minor boons to beliefs, such as better rumors or small %chance for double effect per year. This has such potential to be bigger, I would happily fork out £5 for a more polished version/ more content.
So many issues. The worst Cell Warfare game i've played.. 1) Restrictive "road" mechanic is so annoying, at least don't force me to relay attacks MANUALLY through several cells. 2) 8 levels in and NO new elements introduced. 3) No indication over when you "evolve". 4) The most insulting is that you get more stars if you spend LONGER on levels. That's dumb. Better performance means either faster or more efficient. The whole thing feels thrown together. 2/5
Why, why did I insist on doing the last 2 levels on hard... the last level became never - ending fly swatting, each of us spawning 2-3 planes each round. The AI REALLY does not want to go down easy on that one.
Tips: 1) Population is top priority over economy until ~2000M. 2) Bunkers' effect stacks. Enemy target priority is balanced between your highest level turret and max population damage. 3) Level 3 turrets are most efficient use of money. 4) Missiles way better than Ion (2-4 Ion are enough). If you still struggle on Apocalypse, here is ONE way to do it: https://www.youtube.com/watch?v=bRWG-pQePqo
All round excellent, fun, polished game with a very bespoke and loved feel to it. As mentioned the little enemy mechanics really shine. Balance is pretty good, not convinced on some of the rune abilities however, some of the upgrades are only worth putting exactly 1 point into, and others just have a dominating effect (Damage for Fire/Lightning, Impale for Ice). Minor gripes aside, this gets my 4.5/5 stars.
The star on 52 really had me for a while until I realised I can shift my box-wall by throwing them to the left 20 times ;D. Really nice game concept and difficulty curve, without a patronising or "forced action" tutorial. 4/5
For the hard badge: Careful use of Napalm wave is key. Normally when there is 2+ hard target lined up, e.g. bunker behind helicopter, or that 1 deadly screen of 5 cars + bombers. Learn to survive that one consistently. Leader uses Minigun. Future armor and Supply Drop are essential, as well as all damage upgrades. You can tank quite a lot of normal bullets by snaking, distributing damage. All explosives are fairly deadly. Also I did not unlock sniper except for 1 starter, since their DPS seems to suck and often goes wasted. The other troops work well together.
For the last mission: 1) Early game: speed to slow, send everything to Gate. 2) take the Yellow Station. 3) guard that Gate like it's your last hope, and MAYBE 1 planet closest to each station, for now, if easy. At this point yellow is likely toast. Send ~200 to either Red or Orange Station, whomever is WEAKEST overall. 5) with 3 Stations, take the other Gate, then 4th Station. 6) Pause often, play defensive, keeping 4 Stations and both Gates. 7) Once black only has 1 big swarm left, and you have 350 in the Gates, attack the core!! And enjoy the halos.. ;D
Nice little strategy game - very much appreciated the pausing ability, my 30-year old gaming heart can't take the stress of free-flow reflexive multitasking anymore hehe. Would've liked a few less prescriptive levels, kinda disappointed that the last level didn't allow any purchasing of units, but overall a fun experience.
Glad you liked it! I tried to hint at how to get the achievements in each of their names, but I look into better ways of handling that in the future.