Great concept, I had a lot of fun playing it. There are really few strategy zombie games out there, most games involving zombies are plain unoriginal shooting games ; thank you for making a difference!
One small piece of advice : since the "corporate capacity" upgrade has a *major* downside which is enough to make you broke if you don't plan wisely, maybe you could calculate the new income/expense balance if you take the upgrade in the upgrade description text. That's especially true for Lvl.5 which has put me out of business several times :)
Great concept and realization. But the game is much too easy to my mind. Buy the cheapest fort, repair the balloon at day and hide in your fort at night, and nothing can harm you. You can win the game while being an utter coward...
If I were you, I'd increase the balloon repair time twofold or threefold.
Pleaase nerf the divveesorg-yellow-flying-things-of-death! Just half the slow time or something like that, else they make the game unplayable! (*)
(*) or add difficulty levels, a normal mode where they are nerfed, and an epic mode where they are like that :)
Levels up to 24 are relatively easy. I killed the first boss on my 5th try without reading any hint. Levels 25, 26 and 27 are HELL. The zombie levels after that are absurdly easy again (minigun!). And I can't seem to get the trick for the final boss, so I'm stuck there...
The first boss is not that hard. I had the most expensive assault rifle (annihilator) and ran in circles around it like you do with all these video game bosses that can't aim at a moving target :)
A 5 second+ slowing effect in a shooting game? You must me kidding me. That's called an *instant death* effect. Why not simply make these yellow things do 100 damage? That would be exactly the same.
it's the second time in a row I lose by lifespan without being able to do anything about it. I think it would be less bug-generating to measure lifespan in number of events rather than in seconds.
Another small (but tedious) bug is the lifespan death while facing a dragon. You have to take into account the fact that dragon battles are much longer than regular ones. Why not freeze lifespan while fighting a dragon?
Nice concept. What are the pills and the photo for? When you click the pills you are redirected to the map ; I don't care about the map I want to take the pills!
Other gameplay advice :
- The dragon should have a different symbol on the action line than regular monsters. This is extremely important, because this way the player can't be taken by surprise.
- I would make the action line longer. Perhaps one more symbol longer. And dump unnecessary sequences. For example, dump the double potion shops, make it only one shop.
Seriously with a little tinkering it can become a great game, so keep up the good work!
P.S : I hate the 1000 character limit -_-
Unsolvable sequences that I have seen in the game :
- two consecutive dragons. Struggle all you want, even with top equipment and divine edge, you can only get slaughtered. Don't forget to take out sequences like dragon-sword shop-dragon (and so on) as well.
- seeing a dragon before seeing *any* grim's shop. In the current version of the game, dragons can be defeated only with divine edge, so if you face a dragon before being able to buy one, then there's a problem. Basically you should make that for each dragon you encounter, you must have been able to purchase one divine edge potion (one grim's shop *at least* before every dragon). Or make other ways to defeat dragons, your call :)
I really like this game, because the concept is original, and it works pretty well actually!
I put 4 stars because v1.2 is still imbalanced even after the fixes you made.
Okay, so you generate a random sequence of events, and let the player handle that sequence. For me, this has potential, but it is a bit too "general" for me, in the sense that it allows too many possibilities. For exemple, there are sequences that are not solvable, ie even the most skilled player can not solve them, because they are absolutely impossible to solve. The simplest example of such a sequence is no shrine appearing for a very long time so that you die of lifespan=0 without being able to prevent it. Obviously you fixed that one, but there are other unsolvable sequences that ABSOLUTELY need to be taken out of the game, since there is absolutely NO WAY to beat them.
This is a good point. Thanks for playing!