I clicked on the glowing nail icon, got the empty spell menu, and couldn't figure out how to escape that menu. Slaying the giant spider was fun though.
Intriguing, attractive, imaginative, interesting... seems like the synergy awards are not as advertised (one synergy match seems to earn no bonuses), the hints don't help get bonuses, so there's some discovery to do. It's one of those puzzle games that I can get somewhat addicted to, but don't quite have enough desire to master, which is praise from me, since I tend to not get into puzzle games at all. I'd be interested to see the rules for bonuses spelled out, though.
I find this game slightly fun but with many things about it I would change before I would really like it. It's too easy to gang up and kill enemies without enough limits on where people can move and attack, and attacks essentially always do some damage, so there are just too many annoying implausible tactics so it's disappointingly gamey, and the Hard badge is about not losing any units, which makes that aspect of the gameplay even more annoying. Then I finally figured out that you don't need to win ten battles IN A ROW to get the Hard badge, because it lets you "Replay this level" - ARGH! Which makes it only needed to pick a force that CAN win all the battles, and then waste hours replaying if you ever lose, which I find mainly annoying rather than interesting.
Amusing. Pretty good, but suffers from typical real-time control-too-many-things-at-once issues, and other frustrations. Could be improved to make a much spiffier game. The scientist charging off by himself seems pretty frustrating and silly. The scrolling controls, driving controls, and the whole night circle thing are frustrating and more like fighting the UI design than fighting zombies. The AI for one's own men is not bad.
Lots of work went into this game. The combat system is not interesting to me, though, though I'd say that of many CRPG's. Walk up to foes and do unfair amounts of damage to weaker foes, with no way to do anything tactical to alter the odds or really affect the outcome much - yawn. Without interesting combat, I'm not interested enough to get into the game. I hope there's a way to turn off the music but not the sound effects, but I didn't find one.
Hmm. This game does a lot of stuff, and I think the design is pretty interesting and has a lot of potential. However, I would make a lot of changes mainly to tweak gameplay, if I were trying to make it something I'd really like to play a lot.
Nice idea. Pretty fun. But it gets fiddly and frantic and hard to use the view and controls, which isn't so fun - becomes not so much tactics then, more a struggle with the controls.
I guess time flows differently in this existence. I survived 300 first try, over 600 second try. Nicely atmospheric and an interesting aesthetic juxtaposition of struggle and calm. Very interesting presentation.
A nice gory zombie game, though the gameplay could be more refined and seemed pretty repetitive. It is a bit different if you limit yourself to different weapons. I won it with both badges (508 headshots) the first time I tried (not counting starting it up and needing to quit). I didn't think the hunting rifle was all that great - I think my all-around favorite was the submachinegun. This could be developed into something with far more interesting gameplay. Oh, and as for a "boss", there is a clown... 8-D
I don't think allowing 3 defending dice is necessarily a flaw. It's just a slight tip towards defense compared to Risk, which is very attack-oriented. The one-per-region production still favors offense in the end. The two issues that make this tedious against the AI to me are that the AI gets stuck in the end game, and that the end game is very slow once the player has basically won, again because at the end, the AI almost always just sits and reinforces a few regions.