With the recent balance update: at level 102, +13125% boost, and decent gear, I can only beat infinity level 76. Infinity level 102 enemies kill me in ~3 hits. I agree that high level enemies needed a boost in damage, but not this much!
I made a manifesto where _everything_ was unimportant. Trying to create a work of art in this movement created a black hole instead. I sold it for -₣80,000.
Hrm, if you send multiple fleets out to a crate, you get the crate rewards multiple times. Also, I somehow ended up with -1 colony ships in a fleet: http://i.imgur.com/YgplfPq.png
This is pretty awesome! There are still a few bugs, though. For example, planets would randomly decide to research things when other planets were set to auto research whenever I looked at their research tabs, and hovering my mouse over anything I wanted to build would quickly tell me that I didn't have enough resources despite the planet definitely having enough resources (maybe also linked to auto building/production?). Still, great game, will definitely be playing it again.
Looting and equipping is fun, but the gameplay could use more complex mechanics than just clicking near incoming enemies and letting numbers do the rest. There was very little reason to use multiple attack orbs because differing enemy resistances were minor, and it was rare that healing was worth the mana. The game was rather easy toward the end, as well. If health regenerated less on its own and resistances differed a lot more, it would be more fun, I think. Also, a very weak second spell that costs no mana would help early on. While mana becomes very lenient once you start getting mana regen and damage boosting equipment, the first set of levels ends up requiring very good accuracy for being so early in the game.
It's an interesting concept, but for an energy-based social game you generally want your players to level up several times before they need to start waiting for energy, to get them hooked. They also shouldn't have to wait four hours for their energy to refill at level 1, haha. But, with much more balance and polish, this will be a fairly good game, methinks. And to other players who notice that the icons are familiar: many art assets in Undefined's games and this are free-for-commercial-use assets from RPG Maker VX. I'm not saying that it's a bad thing, of course--I'm saying they're both allowed to use them and neither own them.
I love Thunderstone in real life, and this game is an accurate digital version of it. However, you get almost nothing for free. For the entire free campaign, you're playing with mostly the same cards repeatedly--and pretty boring ones, at that. Deck building games are good because of their variety from game to game! This bare-bones set of starting cards is not enough to convince many people to get extra packs, since they're probably sick of the game after playing ten times (plus losses) with the same cards for no reward. It really wouldn't hurt your model to provide one or two more packs free, and make each campaign vary more from battle to battle.
Alright game. Physics are kind of glitchy, with moving a platform or changing the angle by a tiny bit having a huge effect on the bounce angle for no apparent reason, sometimes. As suggested by others, it'd be nice to have some harder, less straightforward levels, such as a level with a screen-consuming gravity field. Also, it could use more mechanics (repulsion fields, slowing areas, switches, anything) and win conditions (get X balls on the screen at once, multiple small goals, knock an object off the screen).
5/5 for music, 5/5 for art and animation, 3/5 for actual gameplay. Controlling wall jumps and climbing was kind of awkward, dodging the captain's attacks while attacking him was difficult, and I feel it wasn't that unique of a platformer (standard jump/attack/ranged attack). Other than that, awesome game.
The pay-for items are incredibly unbalanced. $70 for a sword at level 9 that is far better than than the best silver-cost weapon? No thanks. Other than good graphics, this is just a basic social game formula.
Really easy, compared to previous ones. I beat the main game without replaying any levels, losing only the one time I sent my hero out (apparently it is the hero's job to sit on the sideline and watch). Also, bosses weren't too scary because they have a really slow attack speed and movement, with the exception of the goblin boss who died quickly. In my opinion, the bosses would be better if they were faster and had less health, to make the boss a climax rather than a lot of waiting.
Max out Healbot Legacy and Mr. Red Unbroken as soon as possible, then go for Time is Money and Suddenly Mr. Black. You'll get $10 and 7 life for each red pair, which translates to 105 seconds at $15 a second. That's an incredible $1585 each red pair! Black matches will net 3 life, 15 seconds, and $150, which is $1050. You'll also have a ridiculous amount of time and life with that strategy, making the game a breeze. Though, do remember to get extra max life and keep your life at 7 or 8 below maximum, so you can get the full life boost each time.
The multiplying boss occasionally breaks and just sits still. Was doing it on a replay, if it helps at all. Also, later bosses drop pretty much nothing--I was disappointed to get 12 nameless currency units out of that one silver humanoid robot that took a rather long time to kill. Really nice graphics and gameplay (I beat the game mostly so I could find the name of the artist for all of this) but the story needs editing/proofreading and saves are important. Hopefully it gets updated soon, 4/5 for now. Also, to players: the movement and max health upgrades are on a separate tab from the other upgrades, if you're having problems with fast-moving bosses.
If you're having trouble activating the statue at the end, it seems to be because you died after beating the ancestor ship and before reaching a revive point. Just touch the revive point there, die, and then it should work--I had to do that to activate the statue.
@Chained: The above can easily be fixed by putting a revive point at the start of the temple. :)
It started lagging way too much at the end. Released e for about 5 seconds, lost a few minutes later when the lag caught up to me.
Walkthrough: hold e, b, shake mouse. Hit a and q when you have a lot of pixels. Hit w when your computer lights on fire.
those defectors! im on it :) (EDIT) both Fixed! thanx for the heads up