@blackjac666: Initially I thought to use if to push and propel the cube upwards as well, but when it started to push the cube aside, I decided to just go ahead and climb it. Less dramatic, but surmountable.
"Here's a couple of million. I'd like that souped up engine, that heavy cannon, and that 50 mm armor plate please. Yep, you'll be a rich man, if a dead one, since I just bought all those arguably more valuable items from you, and your only means of escape through those zombies. Also, in case you were wondering how I got all that money, every zombie drops a few thousand. The dead are filthy rich!"
Some common puzzles, some interesting ones. For those stuck, you can back track, look at the map, some rooms have two exits. If you hit a room you cannot progress even after you have collected the key from it, the key you want lies in another room you can likely now unlock.
Having a lot of Health is not necessarily a good idea. Having 200 or so is good to sustain hits, but being able to regenerate large blocks is more important to long term survival. That said, trying to outlast your enemies is a may be a better exercise, than to take them out as fast as you can.
Unnecessary timing required on 2-3 of the levels. Come on, timing against ticking clock, and two opposing obstacle tracks with no puzzle option to score 3 ankhs/stars? Nice, but a little too many retries required for a game that is technically very easy (otherwise).
Started as Conjurer and built up the single target ray spell that was given at the start. Got a sniper rune which drastically increased ranged damage until no one could come even near, one-shot almost anything. Supplement that with a spell that hits adjacent squares only (usually gaining +power or healing). Rest after big fights and awesomeness. 5/5.
I'm sorry father, I came too late! Nice game, with expectation players will repeat and trial and error. Puzzles were nice and intelligent, took a few tries to figure some of them out, always trying to save time. Good job!
Sweet game. Pretty nice balance overall, in that the player feels a nice superiority over the AI, but the AI has enough numbers per map to still make it challenging. Most weapons are not really useful with the assault rifle dominating over them all with good range and damage. Perhaps it is intended, but it tends to make it the go-to weapon.
Knuckles give a +10, making it rival the maul. Yes, it takes up a space, but a +10 damage when the enemy gets up close, the choice is quite easy to make for me, especially since tactical positioning and smoke can reduce damage taken significantly.
Having the lighter weapons cost 2 AP instead of 3 AP may be useful.
Smoke grenades are awesome. To the point where they actually render the sniper rifles all but unnecessary.
Frag grenades are extremely potent as well, which is nice, when the later enemies come in full armor.
Overall, I really like it.
Maybe I am a really poor player, but slow responses to control plus cannon balls that move faster than the player can react is poor combination. I am simply unable to get past the first 3-4 ships.
Love the new additions into the game.
Auto docking and warping helps.
Would prefer if the following is possible as well:
- Auto launch all drones of one type (useful for those 25 heavy drones deployment, instead of 25 mad clicks - repeatedly since drones expire if left out too long).
- Default each active component to "on" instead of reactivating them each time I undock. We can turn them off to manage power as needed.
Awesome work!
Insane! This game is awesome!
That said, either the Sol is far from a good engine or going pure laser weapon is just not possible. Energy recharge is far below drain! Even worse if you recharge shields!!
no, last level with dragon only.