I agree that it's an interactive story. You should call it that: Calling them "puzzles" sets false expectations. There are no puzzles in this game. The art is truly wonderful, but it's not always clear how the animations reflect the plot. For instance: what did I do for the werewolf? All I saw was rustling bushes, and him running off. I think the storytelling and writing was far behind the art. If one person did this, I'd recommend collaborating with writers (ie, people as good at that as you are at the art) for future projects.
Well, this is probably PETA approved ... but I'm not sure if it works as a comment on the hypocrisy of meat eaters. It comes off as more of a practical joke. Maybe that's the intent.
Anyone who thinks they own the word "game" is mistaken. You can think it's a bad game or a good one -- but it's still a game. I happen to enjoy it. I don't define a game by: replay value / score-based system / or clear "win" condition. I just decide whether I enjoy playing it, and whether it succeeds at its intention. Yes to both on this one.
I agree -- it's too easy to just sit on your controlled villages, gathering resources and researching upgrades, and fighting off the cpu's to get experience. Suggested fix might be to put a resource cap on all locations, including the enemy, so there is a finite amount to be gained on each map?
I don't have enough time to play this game through all the variations I'd like to explore and still earn a living in the real world. Well done. I think I got an above average rating. Tier 5 Royal Associate. "Royal" sounds good. "Associate" sounds like "Assistant to the Assistant Manager." Score 227169.
Okay -- I found a way to beat the turtle, and wasn't as annoying as trying to juggle my men to survive that crazy blasting phase ... and then went straight to the save/load screen???? And the victory didn't count? This one level has drained much of my pleasure in this game.
This is a nice twist/take on TD. I didn't replay old levels, but my one criticism is that the winning strategy I did hit on (having a bunch of mobile levels 1's repositioned many times into overlapping boosts each wave) requires exhaustive clicking. Either that strategy shouldn't work, or there should be hot keys, or easier and faster ways to reclaim, reposition. It sapped the joy after awhile.
Fun game. I focused on greed/defense, and had a huge stockpile of level ups pretty early on. Don't need to play it again, but that's ok. Had a good time once through.
Seems to be a glitch on the "Merry Christmas" level -- instead of infecting, my grenade goes off, and level is over. Maybe I'm just phailing. I'll try a few more times.
Love this game, played it all the way through. One suggestion? That "Up/Down" toggle is the most un-nautical thing I have ever seen. The whole reason they invented "Starboard/Port" to avoid the confusion I constantly had in this game, being: If I'm facing straight up, which is "up" or "down?" Can I suggest I tiny symbol showing front/back, and arrows for direction of fire?
Not familiar with the games that inspired it, but this is a really compelling game. I can't seem to win it, but the pace, perspective, etc, is engaging.