Nice graphics, but very short game. I was also dissappointed in how the grenades from the launcher don't bounce of crates and fly trough enemies. Makes em pretty useless.
Nice original take on the TD genre. Could use some more variation between levels though. I like the mouse-rest-area idea a lot :p Maybe instead of the level system that there is now, you could use something like the difficulty system in for instance Gemcraft labyrinth? Let us pick how many kills we need to get, how many invaders there can be on the screen, how fast they appear, how much hp they have, how fast the waves get thougher,... All these different settings could have effect on final score, and it would allow us to experiment with different combinations of settings. If you want to keep the level thingie, then at least give us some different maps now and then.
Very nice idea, but needs more work. It's very easy, and I only used sharpshooter towers and a doc. I'd love to see some upgrades for later units too. Did like the variation in mission goals, and the extra chars like the tesla-mobile and Stalin. Nice graphics and music too.
... I seem to be missing something. Very nice graphics, but that's about it. The gameplay is slow, there's no skill involved, the upgrades barely do anything... It's just grinding to get next upgrades, so you can go to the next level and grind some more. Give me some different weapons to choose from, or at least give me the feeling that there's a difference in the spell trees...
Inspired by Reus perhaps? Very nice! Would like to see more of this :p Maybe more evolution? Like you get a growing cloud, that gets xp for growing plants, and unlock abilities... Could also allow cloud to irrigate farms to pacify humans?
Yep. The camera movement and small tiled 2D planet were inspired by Reus.
There have been many ideas for fighting the settlements, but nothing about farms or ways pacifying them. I love it!
Thanks for the feedback!
Been playing for half an hour now, not bad so far, way better than the first one. Could do with some improvement though, still feels a bit rough. Maybe put the 'unlock abilities' 'unlock mining' and 'unlock stock exchange' buttons on the main screen on the place where tab for those things will appear? You buy em after a couple of minutes ingame, but they stay there forever... In fact, if you do that, and move the 'garnet extraction' button to shop menu where 'abilities' button was, and put the continue story button also on the main screen, next to the story for example, you can loose the abilities menu entirely. Was just thinking that this might look a bit cleaner. Very nice game anyway.
It would look cleaner indeed, but you can't start with all "unlocks" because you won't have the resources for it. =) I guess I could switch things around after everything is unlocked. I'll look into it, thanks!
Feels like it could be a very good game, but it's kinda unpolished... Navigating, especially finding a mission target should be less guesswork. I get stuck wau to often trying to find the right system. And when you're stuck without fuel, the only way to try again is to reload the page. Maybe some sort of galaxy map and a return to menu button?
there is a basic galaxy map in the docs (no star map, as they are randomly generated each game) and the sectors loop. Return to menu button is a good idea.
Very nice game! Maybe rotate couple of different backdrops? Or change the colour of your shots/explosions as you upgrade bombs? I'd also love to bomb some actual bases, like buildings and stuff... This might make a nice campaign-like part of the game?
Yep. The camera movement and small tiled 2D planet were inspired by Reus. There have been many ideas for fighting the settlements, but nothing about farms or ways pacifying them. I love it! Thanks for the feedback!