A very old concept(light puzzles) in a new package. In this case the package should have been neater and attractive - unfortunately it's got an annoying soundtrack, a UI that soon becomes an eyesore and a blatant misuse of the chakra concept. Not that there's anything actually wrong with the game itself. It's just that there isn't anything new or much to keep you hooked on if you have already played games in this genre.
To those who find yourself dying at around 150+ kills in survival mode: Make sure sure to notice your base HP when you die. At around 150 kills each zombie that gets to your base damages it for as much as 10 HP per sec. So if there are like 4 or 5 zombies at your base then it translates to 50 damage per sec. I don't if this is a glitch or intentional. So if you want to get the badge you have to make sure no zombie gets to your base
There's quite a lot of randomness in this game - A bridge may hold the first time, but when you test it again, it fails. Or the guy may push the boxes up a slope the first time, but get stuck the second time. Luck shouldn't be a major factor in games like this.
It doesn't matter whatever command you give, follow or move, the bots are determined to have their own way. Lost the challenge 4 with only one shot remaining twice... just because the sword decided to have a loo break. By the time it had returned to where the shield was, the shield was shot.
Having most of my game decided by luck is annoying. I bank about 300-400 each turn and hardly do a zilch. Then comes the AI, zilches more than 50% of the time, but the rest of the time gets a neat score anywhere from 500-1500. Totally annoying! What's the use of all my strategy now?
Great concept, but would have been much better if there was some sort of recruitment... some features that make the game a little more complex and requires you to devise strategies
The interactions weren't very intuitive. There were a lot of small things to click and it didn't always make sense that a particular thing was the one I had to click. It could have been anything in the scene. So I had to run my cursor all over the screen to find it in some scenes. Also, make all the interactable objects in a scene ready for the interaction right away(just like in Reincarnation). Some objects become ready for interaction only after a particular action and when it comes to actions that need to be done in succession, it takes me some time and quite a few repetitions to realize which object has been made available after the particular. In the end, there's more of a luck factor in play than working out a solution.