Good game, but a horrible design flaw in that the score timer does not reset when we press reset.
I can see how that might be a fine game mechanic, but it becomes completely moot when you can just go back to level select and click on the stage to reset the timer. Thus, all it does is add mass tedium to anyone who wants to shoot for a high score.
3/5
Rofl. When I first played this game it took me like 10 tries to beat the final boss. I just tried it for the first time after a 2 day absence, and I beat it first try, easily.
Bad game. No functioning mute, AI is a bunch of cheating bastard (they don't drift at all), you on the other hand act as if you're on ice the entire time, coins are pointless since you can just run through slowly picking them all up, leaving a total excess of $57,000 unusable, the drifting engine is flawed (if I let up on the acceleration while drifting, I'll stop drifting, but if I resume shortly thereafter, it will propel me sideways in the direction I was drifting before), etc. Just terrible mechanics. 3/5 for being a quality looking/feeling game otherwise though.
Upgrades should show the difference it would make before being purchased. Upgrades should not double in cost. Make it additive. Automatic waves should not apply to the first wave.
Also: 1. The UI overlaps the spawn points for one of the levels. That needs to be fixed. 2. The Upgrade button needs to have a wider hitbox, and clicking on the UI should not deselect a turret. 3. Way too easy.
Good game, but some suggestions: 1. When a rocket's target is killed, it should acquire a new target rather than exploding. 2. The health bars should be lowered a bit. 3. Specific numbers for damage and rate of fire should be included. | There are others but I'm blanking right now. Those are big, though.
4. There is never more than one page of items, so why have four? Furthermore, there's only one instance in the game of using page 2, and that's only for 1 weapon. This could be easily rectified with better inventory management.
5. My allies kept getting in the way of my building. Let me control or order them directly, or only have them appear once the round starts.
6. There is little to no weapon progression. You get the strongest weapon in the game at like level 3.
7. THERE IS NO SAVE FUNCTION.
Okay, this game gets a 3/5 for blatant poor design choices.
1. Zombie spawn points must be clearly defined. I placed two barricades facing one way on the military base against what I thought was a wall, and it turned out to have zombies streaming out of it. BING! There goes my very expensive allies, and I barely survived. This could have been averted if...
2. ...I could SEE on the right side of my goddamn screen during setup. The interface blocks all vision on that side, so I couldn't see if that was a wall or a door. This needs to be places better, translucent, or toggle-able.
3. No save feature. This would have also rectified the problem, as I could just go back and done the level over in the correct spot. Furthermore, if I had died (which was very close to happening) I would have had to do that all over again? No thank you sir.
...Continued.
Eh. I rate games based off of no different standard, so I gave this game a one, which is quite rare from me. It's a boring, shallow, and poorly executed game. I realize this a first game, made from a tutorial, but that does not influence my scores. I've seen a lot of "first games" that were comparatively fantastic, so. Hoping it's somehow a lot better on the second.
@Mistermind: I disagree. I ALWAYS used the triple spread machine gun. Sure, it lacks the ability to look backwards, but if you just place it on a low area you'll be fine. Other than that I used the same basic strategy...but on level 5, they have the giant shield dudes that require at least two damage upgrades to hurt, and they come very early...in such a case, I also installed the bomb decoys. They would just float behind them and drop bombs on them the whole time.