I read on the forums that if you keep playing after a certain point, won't mention the cut scene in particular to avoid spoilers, that you're just 'playing to play'. That cut scene wasn't much of an 'ending'. And the notes you get in your objectives hint at an ending that never happens. So yeah, in the future... plan for a more satisfactory, or at least more permanent, ending. Then add a 'would you like to keep playing?' option for those who would.
Light Beam seems to be bugged. Effects are permanent on the bad guy, and stackable after the timer wears out. A few at the start of the battle = 0 damage done to you for the rest of the battle.
I just don't get it. Why would anyone spend all this money, when you could buy the superior Recettear? For the guild system? It's just not worth the cash.
I just cast Timewarp and I had no legal moves on the board. Now I can't scramble, surrender, attack, or cast spells. Could others try this and +1 if you, too, get stuck?
I've already submitted the bug, but has anyone else been stuck with just the starting troops, unable to edit their deck and able to remove an infinate number of cards from it?
I love the concept. But the game is far too easy. If you dedicate about 40% of your deck to generating the proper resources (usually with a focus on gold) and just ignore the enemy for the first couple of minutes as you build up, you steamroll everything in the game. I'd like to see enemies that punish you for just sitting there and producing no units. Maybe special units that hit the portal and stunt resource production or steal resources.
Awesome game. One feature it needs is a toggle for 'I don't want to zone right now'. It's frustrating when you're manuvering around in a really tough fight and you barely touch the zone exit... and all your hard work disappears. I would love to see a key that I can hit that says 'treat the exit like a wall while this is toggled'.
The difficult is a bit wonky. Hard at first unless you follow a very specific build pattern. But then the game becomes trivially easy with the laser. A fully upgraded laser is a WMD. Infinate penetration, no ammo, and ungodly damage? Why would I ever need another weapon after that? But overall, a fun little romp. Make it easier at the start and harder at the end and you'll have something.
Quick racetrack guide: Starting as far down as possible, build the following number of mages for each wave, then when you hit 20, max upgrades starting from the very back heading towards spawn:
2, 3, 4, 8, 9, 10, 13, 20 and start upgrading in the rear.
This should maximize experience getting to your backmost mages, and allow you to create a 'backstop' for the last 3 levels.
The entire POINT of the game is that you have no way to aim! This is a strategy build and unleash game, like the old Nintendo 'bot programming' games.
What it could use is 'AI' upgrades. If you want a tank to be able to retreat, you can buy the Retreat AI on that tank. Or if you want it to have better aim, you can buy the Aim AI. Move while shooting AI, self repair AI, the possibilities are endless.
50K+ is possible without using the glider. Golden cart + propeller hat + 3 fans. Go for height, touch the shuttle, do a double handstand backflip, and at least 3 bat polevaults when you are coasting in. Should get about 55 to 65K for that.
Nowhere near as good as the first game, by the way. 2/5.
Great first effort. Needs to ramp up the difficulty slowly as the rounds continue, then you can attach a plot, etc. But great concept, looking forward to the sequel.
Good game. Awful riddles, most of them have multiple logical 'riddle' answers, and you have to guess at which way the person is being clever. Other than that, quite enjoyable!
Good effort. A bit too easy. Ball catch is pretty much game over, since there is no refraction angle from the bricks, only from the paddle. But a solid 4/5.
It needs just a slight level of variation. As it is now, all the game turns out to be is figuring out optimal layouts... which you can use again the next level if it works. So it becomes a looooooooooong game of simple trial and error towards the end.
Add some random factors (Big Spenders?), add some more complexity, and it will go from a glorified puzzle game, to a real strategy game. Good effort so far though.
For those stuck on the later levels, its all about proper movement and homing weapons. Level 48 and 50 can be accomplished with figuring out the swarm and fire patterns, and just blind firing your homing stuff.