There is a bug with Dr Bryukonenko, I waited for more than 100 days and he still sat in my lab without ever finishing his research. I gave him an assistant, I got him the samples from the zombie horde, I researched antivenom, and from that point on, 100 days wait and...nothing. It always worked for me in prevoiuos playthroughs, I don't understand...
I didn't realize that the goal of the game was to get all the letters, until I got the last one. I was expecting some kind of final boss made of letters ;)
Although the concept is great, the realism in this game is NUTS! After killing all the zombies in an area bringing it to 0 danger, why do I have a threat of 2000 when going on missions? Why do new zombies SPAWN out of thin air to attack the generator I just secured after I killed them all? Zombies should be too dumb to understand what a generator is or why they should attack it anyways. And if they are that smart, why don't they destroy the generator while you're not there?
You should be able to move animals from one pen to another. Also, when you buy a cow when you have a pen with 2 cows and an empty pen, they should go to the empty pen, not to the half-full one.
Once you've understood that patriots suck and that surrounding your island by a wall of upgraded cannons protects you against nearly anything, the game becomes absulrdly easy. After the last mission I was like "What? Over already?". I beat all the missions and insane mode and I don't even know what the game over screen looks like...
The patriot missiles seemed good at first glance, but it's completely ruined by a targeting system worse than Russian SAMs from the '50s. In real life, when the initial target is destroyed, a missile looks for *another* target, it doesn't self-destruct stupidly like it does here. Because of that, I only make cannons...
@ Nerdook : my advice on the Tinkers is that they were balanced when you had one Tinker per team, and they started being OP when you had several per team because of electrocute combos. One thing you can do to solve that is restore the old OP skills and make electrocute backfire on friendly tinkers. Like : each time an enemy is electrocuted, all friendly tinkers except the one that is responsible for it suffer half the damage and stun. Some kind of electromagnetic backlash, tinkers attract electricity ;)
@Nerdook : wow, that was a big nerf on Tinkers here... I tried to see what they could still do, so I reloaded my 2 tinkers/1kid family, and...it sucked big time, because electrocute is now kind of useless (0.5s stun is ok, but 17 damage is too low to be any good, and you also nerfed the the electrocute evey 3 seconds...). I tried to drop electrocute completely and rely on mines instead, but chargers' killer lawnmower is just as good and costs only 1 upgrade. Now, Tinkers kind of suck -_-
What I don't get is why there are so many teams with "this team sucks" or similar for a description in the top teams (and they do!). I struggle to make good teams and they never get any ratings, good or bad, so they stay at the bottom. This is kinda frustrating...
I was annoyed by all these overpowered mass shooter families, so I made a counter : 3 lvl 5 Tinkers with full electrocution upgrades and ranged damage reduction. And what do I get? A family that's even more ridiculously powerful. The opponent can't even play because of stun! I can beat any family (the top ones included) with my 3 members alive and 500HP+ at the end of the fight. To Nerdook : Tinker is balanced, but mass Tinker is ridiculous. Perhaps make it so that electrocute stuns don't stack?
Mass shooter is overpowered. The upgrade that makes the score an automatic critical on their first shot is imbalancedely powerful, with it 3 shooters can kill one character on the first turn. Is there even an upgrade to reduce ranged damage? To my mind this should be balanced...it's very frustrating when the team you spent time optimizing is easily taken out by this basic tactic.
@Nerdook : There is a bug with the character upgrades that makes the upgrade you just purchased remain inactive (gray). It's very annoying. Also you should be able to see the upgrades on the 3rd line. It's OK that you need upgrades on the 2nd line to unlock them, but you should be able to read their description to see if it's worth it to unlock them or not.
Sadly, there are too many long and annoying missions on CW. Not especially hard, but annoying : long to finish, requiring a lot of grinding land, etc. The only interestng mission here is the very last, "the settlers". At least here there is a difficulty and a strategy.
By the way, I don't understand why so many people say that spamming drones is a good strategy. My drones just get wiped out when I do that (the same whether it's hulks or prawn). On the other hand, spamming blasters...got through the whole game with this ;)
The first time I saw the description of the Blaster Turret, I was like "Sure, this thing looks like it sucks with its measly 2 damage, but my experience with videogames tells me that its anti-armor power will soon become invaluable, to the point that in late game I won't be using anything else". I didn't know how much I was right. Now it's unarmored enemies that frighten me :)
The stuff that gets 4 stars on Kongregate these days... Come on guys, this is just a repetitive and $$$-grubbing facebook game! All the clichés fraom paygames are here, the worst being having to wait real-time intervals (for your ninjas to heal, or to get gold!). 2/5 to make the point that Kongregate is about original indie games, and not mainstream paygames.
Any game that uses WASD exclusively and not arrow keys is *unplayable* by people that don't have a QWERTY keyboard. Is it so hard to give the player the choice?
Just saying, the reward when you finish all the strongholds is useless. Okay, you get an awesome armour, but you just proved you don't need it by beating the stronghold. I would have prefered a stat increase or a heap of cash...
I like the new balance, where the stun is reduced. They're still good, but not overly so.