@123racecar321 underground connections put contraband out on the track that you can pick up if the officials aren't looking and then sell after the race for money.
I love this game, held my attention through to the end and it does take some strategic thinking to win in the end.
3/5. nice concept but marred by some issues. It's hard to fine-tune the lines which is a major problem given the level of percision some puzzles need. The puzzles with moving parts feel somewhat unfair but that may just be my opinion. Also, needs a levelbuilder tool, possibly integrated into the sandbox mode.
4/5. Solid game, good difficulty, -1 for not being able to turn off the "warp" effect and sound and for treating "Character wraps from one side of the screen to the other" as a novel concept
This would have worked better if it was either split up into smaller levels, or if the spot you spawn into was the location your current objective is. Jumping up a neigh-unscalable cliff just because I spawned in the graveyard when the game wanted me to kill the slums is annoying.
Needs a way to direct units to attack other units. Like being able to tell my samurai to ATTACK THE TANKS! IGNORE THE SWARMING THINGS ATTACK THE TANKS THAT'S WHAT I BROUGHT YOU TO THIS BATTLE FOR!!!
Just a few things I'd like to see. Lable if a skill is melee or ranged, and make it more obvious that I have a skill selected, darken the image for the skill or something.
Transitions between levels needs to be faster, and there needs to be a hotkey so I don't have to keep switching between mouse and keyboard to advance level.
Some suggestions for improvement (besides fixing bugs): Have the research screen or research complete screen explain what you just researched (Still not sure what "Tower Infrastructure" is), Allow more flexibility with scheduling research (I'm perfectly happy with the amount of space I have but I want to research all 3 of the other things), have a list of workers from which you can move them around and promote them easily. + this if you agree!
Add me to the apparent list of players who was having a lot of fun with the game until it bugged out. In addition, I'd like to see the "Research Complete" become a time-freezing popup explaining what you just finished researching instead of a popup that blocks the upper right of my screen for a few seconds. I'd also like the objectives to resolve faster, as it stands I have to wait far too long to see the next one once I've finished one.
Needs a way to view the entire level at once. Too much of the difficulty in some stages was due to not being able to see where I'd fall. Forcing the player to make a leap of faith just to get an idea of their surroundings is bad game design.
@fireheart47: Cirno's Perfect Math Class a flash video that's fairly popular within the Touhou fandom (Touhou being a game series that the characters in the video are from). Here's a link to a subtitled version of the video, be prepared for a barrage of in-jokes, the main one being that Cirno is an idiot.
http://www.youtube.com/watch?v=5wFDWP5JwSM
Two things I want to comment on. 1) the difficulty of (and rewards for) the Training Ground should scale with either your level or your current rank, as it stands, using the training ground is just tedium for free XP and gold after a certain point. 2) customize stat gains for different class' equipment. The shielders have shields for weapons, these should increase their armor stat, not just attack.
If this was a game made when the Tower Defense genre was still getting its start, I'd be able to forgive the interface problems it has. However, TD games are practically saturating Flash games these days, and there are plenty of good examples you could base on.
Seeing the stats of my towers is a must, as is seeing how far they'll be able to fire. These two bits of information are invaluable to planning defense, and every other TD game I've ever played includes them. If I want to play a TD game, I'll go play one of those, I don't feel like dealing with the frustration of not knowing my abilities.
1/5