Please add disclaimer: WARNING -- if you ever played Minesweeper compulsively back in the day, and then at some point moved on with your life, this game will trigger your addiction all over again by adding random bouts of frantic arcade action, and a palpable sense of consequence to every click.
Thanks for continually offering to let me play some great switching game on facebook. you probably didn't realize I was already playing a game -- you might have heard of it ... called "King's Guard?" It was pretty good, till I started to get annoyed that I had to "skip" past repeated ads about some other game.
OK -- lovin' this, but a couple of really frustrating things I haven't seen mentioned yet: ship spawns should not be able to happen right on top of you. Having two ships much bigger than me suddenly appear at point blank range was the opposite of fun. And maybe it's just me, but there is frequently a random one second lag between key press and ship turn -- and that's a long second when you are trying to cross another ship's T. Thanks for making this! I love this genre, and you're leveraging Unity well here.
I'm not sure how you made this as good as it is. I mean -- running and shooting is nothing new, but I actually felt like the level designs encouraged tactical thinking, and I was making interesting choices from second to second. Good job.
The spinning view is very peaceful. I keep noticing little details. Maybe it's good that I'm stuck here and can't play the game. I've shot and exploded enough things today.
I find it impossible to not be impressed by this game. I also find myself not wanting to keep playing ... but I think that's because of all the interface/perspective problems people have mentioned. Was hurting my eyes trying to see under the top edge of the screen. Like a bad dream where you just can't focus on some immediate threat. Just rotate our view down like ten degrees, and give us a radar map in the HUD compensate so we can navigate. The potential of this game is phenomenal!
This is a good contribution to the genre. The sky isn't too cluttered, and the steering=fuel dynamic actually makes you think about every key tap, without being too stressful. I enjoyed playing this through. One suggestion for another upgrade, (maybe for sequel?): "Long Tail" (increase length of gold star tails, making them little easier to find).
Great game. Did anyone mention that the "continue" doesn't seem to work for them? My lovely, productive tower is gone. Won't be playing this again until that's working.
This is fun. Haven't tried easy mode -- if anyone thinks it's too easy, think back to when you clicked that button marked "easy." Suggestions: I agree that a mouse-over health bar, especially for defensive unit, is crucial. Knowing when he's gonna crumble would add so much. Also agree that highlighting the row you are placing in would only enhance gameplay. And: how about hotkeys for placement? I'm so-so on upgrades, but I would be in favor of more altars that increased things like spawn time, etc. -- Thanks for this game!
I had to see this through till the end, and enjoyed it -- but can't see playing it again without some serious tweaks. My suggestions: 1. I would recommend that intelligence info be reflected in the "city areas" screen -- little icons for certain, or possible, attacks. Would save a ton of clicking back and forth. 2. maybe I'm a bad student of history, but I don't know the names of every German plane, whether they were more or less dangerous than others, and how to allocate my forces appropriately when multiple raids are coming in. Are 5 [somethings] worse than 3 [whatevers]? No idea. 3. would be nice to be able to speed up battle animations without skipping them entirely 4. the "high score" seems to just be # of days. Are there penalties/bonuses for not losing a city? How about margin of victory? If I was in a war, I'd vote to extend it an extra week or two, if it meant our casualties were much lower. … And that’s it. Thanks for making this!
It would be really nice to have a replay option, so you can see what your card actually did. The 1st person perspective means you miss a lot of the fun, imho, and it takes a lot longer to piece together how the choices you make (power, tilt, etc) actually effect a card's flight. I'd rather it was an option you could choose, disabled at the start.
Pretty game, and has a nice vibe, but levels need fixing. I'm either moving far off-screen or behind graphics, but there are many levels where I seem to totally avoid the enemies, don't know where I am, and suddenly find myself at the target and win. On the Baleric Sea I went off the left side and couldn't get back. When this is fixed up, I'll definitely be back playing!
Maybe -I- was just lucky, but with only a few replays I zoomed right through this game to the end. Judicious use of double move and shields was all I used. If the zombies hadn't been getting good chains occasionally, I would have been bored. Instead I enjoyed playing. My problems with this game are thematic -- why am I choosing between two characters? Just for the image I look at on the right? This seems like a lost opportunity to vary the gameplay. And ... I hate to ask it ... but why zombies? The game itself was fun, and I like having a "character" with "health" and an "enemy" I'm trading hits with. But nothing about the style or design of the puzzle game reminds me in any way of zombies. Maybe if you somehow made the blocks fit more in the horror genre? In color and design they look almost like toddler toys to me.
Yes, I echo everyone's comments about concept and art. Very nice. One physics nitpick -- the speed at which you fall when you step off a ledge is must faster than when you jump. Doesn't feel right to me.
I love the style and content (names of songs, etc). The actual game though feels like I'm tapping keys while listening to music. There doesn't seem to be any connection between the two.
I find monster spawning to be both counter intuitive and frustrating in this game. And not being able to strike a creature that is right on top of you is also frustrating.
for people bad at both games ... maybe if you tried playing Perfect Balance like you were trying to destroy, and Imperfect like you were trying to build? Maybe you could invert your fail into winz?