So, I'm at the heli pad, on the 'H' with 40 seconds to spare. No helicopter in sight, no white arrow telling me to go elsewhere. Time continues to 0 and I get 'You Failed - the helicopter left without you.'
"So, if people for whom this isn't a problem, or who can't play the game because it is a problem, give us 400 thumbs up, we'll fix the problem." Way to whore.
Fun game =) A few thoughts? Recharge rate upgrade... more of each upgrade... add'l mini-coil purchase... possibility to 'specialize' mini-coils for air or ground attack... Tesla experimented with transmitting electrical current through the Earth's crust, how about the ability to purchase and deploy area-effect zappers that burn out at the end of the day?
Wow... an awful game. Stolen graphics, boring gameplay, overused ideas, plot holes galore, absolutely nothing original and, to top it off, despite the mountains of criticism, the creator is responding to detailed and specific criticisms of the game with childish, condescending insults. Putting plasma guns and longbows in the same game does not make it cool; absolute garbage.
First person I see: (Woman) "Be careful out there, son!" Second person I see: (Man) "Since the death of your mother..." Well, that was fast; do I have time to plan a funeral before I save the world?
I went to the Level 11-20 zone at Level 11. I finished all of the available quests by level 13, and was unable to handle randomly grinding in the zone, as I was confronted by level 17+ creatures while doing so.
Crashy... but far, far more entertaining than, I'm guessing, it was originally intended to be. Now, I make a world... and, now, I burn it... now, I make another... the ants are displeasing me. I flood it...
I'm at the point in the red area where I have to ride an air-jet up and then face three clones of myself. I don't know if it's intentional or not but, if I don't jump properly to catch the jet, I can't get back down to try again. I have to quit and re-start the room.
I'm pleased by the happy ending. We've swung this way and that in modern-day society, from all stories having a happy ending to the present trend of "how nifty; everybody dies! Horribly! Look, the monster's proving it's a monster by eating a puppy and ripping out a little girl's eyes!" The game had a foreboding beginning and a tragic middle; I couldn't believe the happy ending, but it *made sense* and was very well done. A pleasant change from what has become the norm.
People don't burn all that well; we're 80-something-percent water. Hence why Indian cremations often wind up with half to 3/4 of a body being dumped into the Ghanges (spelling?); not enough wood to consume the body. A slow-roasting, such as on a spit, or with a brazier of hot coals, would be more likely.
I'll add my voice to those in favor of a few more defensive options, like basic fortifications, trenches, and so forth; you're talking about a bunch of engineers who are capable of scrapping ship systems and transforming them into high-energy weapons in the first place, I'm sure they're capable of stacking sandbags ;-) More maps and upgrades would also be nifty. 4/5 all the same; great game, good concept, it could just use a lot more material.
It needs to be more free-flowing. A real detective would visit the scene of the crime to gather facts for himself, before going to talk to the witness, but this game forces you to do the latter first, etc. Good atmosphere, but lacking in playability.
I had an absolute blast with this. R/E the secret note, I found it by pure chance; poking at the holes in the mural seemed like "the thing to do" before I ever figured out how to access the secret passageway behind it. That being said, I'm a little random at times; there really weren't any clues that specifically pointed to doing this. Totally awesome game, in any event; I can't wait to see the sequel(s)! 5/5
The mouse pointer sticks after clicking; it's difficult to move to click on another enemy. I find this extremely frustrating when I'm moving the mouse and my castle is being demolished and the pointer isn't moving with me. The entirety of the game consists of pointing and clicking; said mechanics ought to function well.
I find it both hysterical and annoying that, after my minions have cleared all the enemies from around my hero after said hero started his attack sequence, said hero will stand there for several seconds and finish his attack sequence against... absolutely nothing... as my minions are being slaughtered by the more difficult enemies further on. Welcome to the world of Epic War, where men are men, and heroes have spring-powered karate-chop action!
R/E an earlier comment of mine, what if the worm's body were also interactive (able to be shot at, capable of crushing opponents, and the like) and, to balance out the increase in vulnerability, you actually regenerate health while tunneling beneath the ground, instead of the other way around? Or, at least, y'don't lose it constantly?