I'd have to say my biggest qualms are that nothing can be bought more than once from the same shopkeeper, particularly healing items and basic crystals, and the lack of proper map info, like buttons and discovered illusionary walls (basically anything interactive).
Once you get to the hostile missions, not having the ability to yell specific orders at these peons is what gets them killed. This game would be 5/5 if not for the hapless colonists, mining in the last places they should be.
I just wish i could turn off the bubbles, or whatever is slowing the game down once I have the solution. I am forced to watch the poison pour into the jars in slow motion :/
Finally found ending #2. The best part, you can load your game and continue your quest after Losing your Head, lol. There is 'technically' a 52nd item, but if you've already got 51, you missed it.
I would give this a 4/5 easy if success didn't become so reliant on getting drops. You just can't put out enough damage to keep up with the relentless waves without a boost, which should not be completely randomized.
You make a good point, and I would like to rebalance the game to rely a bit less on luck and more on skill than it currently does, but that would take a lot of time, and I need to see how the next update turns out first. =)
This is at least a 4/5, but you should really fix it so that if you make 3 stars on a round, then replay for the briefcase, it remembers you already made the speed run.
Okay, might have overlooked the keyboard controls before, they're helping a ton. Way easier to aim and dodge, imho. Would still be nice to have a list of the pick-ups described; scatter is counter-productive without a few attack upgrades.
If you have problems getting enough experience, are you playing on Easy? You get three times as much xp that way. Though I'll probably rename the difficulty levels in the next update to "Normal", "Hard" and "Death". I think that might be more accurate. =)
I'm not annoyed by the pace and long levels so much as some of the hitboxes. The player's hitbox seems larger than you appear, but hunters' hitboxes don't include their "wings." Upgrade prices and /or experience gains per kill should be re-balanced: takes a lot of kills to earn that first attack upgrade.
There should be a brief tutorial, mostly for the specials, which should have hotkeys. I still don't really see the advantage of the arrows, except that they don't kill humans, which looks weird.
I think my biggest peeve with this game is PAYING to defend towns I already control. Once it tells you that you have to defend a town, it's basically not yours anymore. You might get your income 1 more time before it turns, but in all other respects it is a new village, town, or city that you must PAY to earn by force. Why must we siege instead of defending?
I could forgive the imbalance of certain aspects more if I could set priorities for my guns and harvesters. Still, pretty fun; reminds me a bit of Galaxy Truckers :)
The quick pace and easy flow of gameplay is much appreciated, and this game is just so well-polished! As an obsessive micro manager, I would like a speedx0 though, just for those occasions when I wanted to weigh my options from the map screen. But this is even better than the first :)
I wish i could give this more than 3 stars, but it's way too buggy. For example, I killed the voidbringer before badge was added, and he died unceremoniously. No reward whatsoever for my troubles. Does this game have victory screen?
Okay, the bosses past wave 60 can crowd you so hard that they're unbeatable, but until that point, the AI uses power shots so poorly that a balanced player can stick-and-move quite effectively. And even though bosses have higher stats than you, you can usually win with a little luck.
You make a good point, and I would like to rebalance the game to rely a bit less on luck and more on skill than it currently does, but that would take a lot of time, and I need to see how the next update turns out first. =)