It's not just the physics, but that they are predictable and actually effect combat. So fun! And of course, the moment when I realize I am suppose to ride the wolf ... priceless.
Thank god 99% of the enemy forces can't actually advance. And driving in a circle confounds them. If they did hit me, I could ease out of range and heal in like 5 seconds. Or eat some lunch, polish my tank, and then return to the fight. This game is fun and looks good -- but I think the next step is to work on the enemy AI.
I'm not sure which is worse -- when my defenses are manically happy about shooting endless bunnies, or when I look at their faces and see ... the HORROR OF WAR.
ok: first, these games are fun, and engrossing, and I've played all 3 happily. but I found myself just now yelling at my character in frustration, when I made the mistake of training a little in magic skill to see what it did -- my character now randomly chooses to attempt a 5 dmg spell attack instead of his 15 dmg melee attack, and I am suddenly doing less than half the damage I was before. do I start over? or spend the time to try and get my magic skill up to the level of my melee skill? it's unclear to me that I can even get it there. either way, it's very frustrating.
I'm seconding dubesor's comment -- using Firefox, can't finish tutorial. I moved, attacked, used skill ... now I'm in the move phase again, but can't place my ghost anywhere, and there's a red arrow near the bottom right of the screen, bouncing, pointing up at something. I've tried zooming ... it affects the whole browser window. I guess I'll try it with safari ...
This is such a pleasing and fun game. My only problem so far is I've reached the stage with golems, and can't figure out how to upgrade to get them. I'm meeting the res requirements, but the upgrade button won't turn green. If there's some other build requirement, for that or any other upgrade, could you make it clear? In the intro screen, and in the build screen too?
Fantastic. This is totally genre shifting, and there is definitely so much room to expand in a sequel. There's a whole other set of controls to exploit! Other badge ideas -- for killing all fast, for keeping all alive a long time, air time, killing all but one particular color ...
I would like to add to the chorus -- I've figured out how to succeed in this game and get positive cash flow, but I can't understand why there is no game manual, in game or linked from the game, that explains the benefits of every skill and liftestyle upgrade. I figured many of them out, but I shouldn't have to! Even for obvious things like "Power" it'd be nice to get a definitive explanation. And for others ... how does happiness affect energy? Or doesn't it? Do sponsors care how stylish you are? What's the benefit of transportation? I shouldn't be at 5-star rating, and just finding out from one of the random tips that buying a more costly energy drink can permanently improve one of your skills. You have done so much fantastic work on this game (and many other versions of it) -- not having at least simple wiki is a huge oversight.
Does anyone else have probs getting this to run on a Mac? The game's error screen is asking for Flash Version 11, but the latest is 10.3, which I have installed. Any help appreciated.
OK ... maybe I was too hasty in my praise. I might just be missing the obvious, but if energy drinks are the only way to get energy up, and they cost (minimum) 2 stars, and even being the "star player" only gets me one star per game ... I seem to be left playing blackjack between every game just to get enough energy to make it through a match, and if I lose ... Am I spending too much energy during the game? Is there some other dynamic to get money I'm missing?
Only a few games in, but this is actually exciting! Really good job with the pacing, and level of decision/watching/control. The inbetween stuff is ok: I was a little confused at first by money being "stars" and the skill ratings also being stars ... had to restart. But minor quibble on a clever game.
I would also appreciate a speed up, that kicks in when it's clear there is a stalemate situation. It's not like making things go faster would take away any options from the player. Otherwise I'm starting at the screen for 2 minutes. Please note though, I only make these suggestions because this game is otherwise so well put together, little negatives really stand out.
Thanks for your feedback! We've make the process as fast as possible. But if we make it faster, some of the bullets will make unpredictable movement. For example, the bullet of Shadow Dragon may go through the enemies. We're sorry for this inconvient in this version. We'll try to improve it in the next game.
Love this game. It has high replay value. So why why why why do you make me go thru the tutorial every time, force me to do weird click-arounds to try if I don't want to do the first bonus mission, or worse, force me to start the first story mission even if I'd rather go back to the shop?
This is fun, but I'm use to always being able to get back to the main screen, but find myself trapped on the map screen. I finally figured out how to get there by going into a battle, and then into options ... but it was convoluted and required guess work.
Yes, the nightmare mode is a whole different game, and has kept me coming back to this trying to beat it. Not in a frustrating way! More like when I die, I just put in another quarter and try again. And the extra XP let me keep trying out all the different upgrades. I'm ready to call this my favorite nerdook game. And that's saying somethin'.
On the Mac OSX, Safari is the only browser that works great for the unity web player.