After spending several minutes leading a conga line of zombies to their doom, I realised 1) this game could use an auto-fire option and 2) I have no idea how the aiming system works. Several zombies behind the leader of the train died before the leader did.
Urgh, I died in the second area because - not only are the borders so I'll defined, I coulnd't tell I was walking into a wall before it was too late - but it's too dark to see properly...
The game actually gets harder the faster you're able to kill enemies. Since the CPU usage is so high, you can almost casually strafe around picking off enemies slowly. When I got a better weapon, the sprite/screen ratio made it easy for the enemies to swoop down on me.
So, far I'm not impressed. The cost of anything is high and the boundaries of the play area are not clearly defined. The shooting and movement is good though.
The charm of this game is lost after a while. I hope there's some GUI updates soon. I'm stuck at Swampwood. Finished the dojo challenge and spelunking.
This one felt like you put in quiz questions just to pad for time. Having one that is 7 words for the same thing is pretty ridiculous.
Usually these games are great though, so having an odd one is okay...
I enjoyed the humour and story though!
Supposed-to-lose-fights should never be part of gameplay. Make it a cutscene so we 1) don't waste our time and 2) think the difficulty curve just skyrocketed and rage quit.
I don't understand why there are so many half spaces in the level which mean you can't build anywhere helpful but it gives the enemies heaps of cover. There's challenging and there's questionable difficulty.
Needs a way of identifying group numbers (eg tooltip or counter) without having to manually count them. 20 was pretty bad. I've not even finished the game and assume it only gets worse.