Would like to see difference between current & upgrade when purchasing and time limit at start of round should be eliminated--it's pure manufactured difficulty. Otherwise a solid 4/5
To me, the main problem is it's too easy. You could throw in a drop for killing an entire horde that summons all coins, or add upgrades for the hate meter or something, but this game stands out. Don't try to make it like every other side scroller.
I really want to see the combat evolve for a sequel, but definitely don't skimp on the storytelling. Gonna be hard to match the player support this one's generated without it.
It should warn you before you mass produce that it incurs an abundance of zombies in the next wave. I had only 2 defensive buildings, would've spent a day building stuff if I'd known. 3/5
Aside from the glaring lack of viable OPTIONS for effective assault methods, there need to be cool downs. And why does the enemy's fireball spell instakill my entire army at full health banging on the enemy tower?
You don't have an opt out of level button, I have to die to restart a level (just like your inspiration) and enemies magically detect me when i get anywhere near them. Adding weapons and killing objectives to Ultimate Assassin is a nice concept, but your execution is severely lacking.
Would like to give this more than 3/5, but there was so little skill involved. zero speed or maneuverability. the knight was just a crappy bomb drop on water levels. the bosses were the underdogs?!? still, great look, solid tune
Really wish i could eliminate one row of upgrades and have it reduce future prices appropriately; 975 flux is an absurd no-ifs-ands-or-buts price for a reset.
Also, there should be something in the tutorial about how you need an extra movement to melee attack a unit with high ground. spoiled a handful of my attack plans :(
Not quite enough strong options to keep playability up past campaign completion. I actually prefer 2 supers, 2 ninjas. what comes from behind isn't nearly as serious as those homing jerks. 4/5
My best advice for improvement would be the radar: became super useful once I started running into giant saucers and satellites, but wish I could filter out money and differentiate between big threats and little threats.
By wave 30 you have enough money to buy everything; the only possible problem upgrading is if you try to max both the first Slot options. My main complaint is the slow flow of tanks; too much waiting mid-wave, and I didn't even need the titanium armor :/
The time and resource limitations on building and crafting even the simplest items like food takes all the fun out of an RPG, which should be about ADVENTURING and building your characters. Not staring at half finished buildings. This is not an RTS, so you just lost all your awesome style points to lame gameplay.
This game got a lot of things right 4/5! Criticism: piercing + agility upgrade was clearly best combo, and ranged weapons were rarely viable; balance the weapon trade-offs.
Yes. That is a very good idea. We will add that to our wishlist.