Hmm. I enjoyed this game, but it is another nearly-pointless challenge, since you just keep trying till you don't die. At least it counts the deaths. I died twice on the way to the enemy lord, and five times to him before I got him. There are timing issues, and off-screen issues. And the strategic mode is weird and not documented well - it seems like it should work differently, or it just wasn't intuitive to me and seemed easy and underdeveloped. Oh and the catapult seemed annoying and weird and the hint made no sense and sounded like an accidental testicle reference.
The vehicle is charming. It's not yet a game though, except to discover how many you will shoot before you stop. I hope you replace the image of the targets with something more murder-inspiring than the faces for the next version - perhaps SUV's?
Good idea. The execution could be improved. Also, as with original Space Invaders, I get annoyed by the "you get one shot on the screen at once" system. In other words, I'd love to see this game developed with more interesting gameplay.
rrradio: Thanks. Yes, I noticed the supplies were at least somewhat reduced when it restarted, but I had died... according to the game, which breaks the meaning of the action. If it wants to be balanced so you can survive getting overrun, that's ok, but then it should say you had to run away but came back or something, so it makes sense.
Also, although I realize it might be a technical trick to work out without performance issues, I really wish the fallen zombies would not vanish away. The very best zombie games must have persistent debris!
Still, 5/5 as these things go.
I liked the first one and this is a big improvement. The other survivors seem more useful, and the weapons a little better balanced maybe. I was disappointed though in that I actually got overrun and it said it was over, but then it just kept playing from where I left off, which to me seems to make the whole challenge pointless (like most adventure games, but still). This is a game with elements largely about managing resources and risks, but if death doesn't set you back to square 1, it's a bit silly. Also it could of course be much more challenging if there were ammunition limits! Should probably have some difficulty settings for players of different skill levels, and to give a challenge after beating it once.
I enjoyed playing it without really studying it in great detail. I managed to win easily on Easy with only a fuzzy understanding of how it worked, and some tactics from Desk-Top Defender. Interesting. I think I enjoyed it more than DTD. I like having a game be MORE complex than my understanding of it, actually, as long as one can still have some success. Interesting.
Hmm the comment box freaked out on my last comment. I just wanted to add that it doesn't leave me wanting to play more than once - maybe if the medals were linked to Kongregate badges. But maybe that's a GOOD thing. ;-)
Uh yeah... very good technically in effects and er... parody-momentum. Funny parody of of game mechanics, silly physics in films and games, and military futility and technology. Fun to surf around in the sky. Gets easier as you progress. Not sure if there
Argh - 3,700 / 3,800!
Nice game, but the asteroid mining scales production too high. Also the view is so zoomed in and the action and controls get frustrating and makes many tactics impossible. Could be tweaked to be much more interesting - the work is done, but tweaking the controls and so on could make it much better. I'd "zoom out" and slow it down by a lot to make it more tactical. However it is clear currently there is a contest between ability to use the controls fast enough to out-maneuver the AI.
Level 11 is the first really challenging one, but the challenge for me becomes thinking and clicking fast at that point, which changes the gameplay to a type I don't enjoy. At level 11, I need a pause key or I won't enjoy it. Very interesting though how the change in AI strategy at level 11 makes that happen.