Repetitive but satisfying, it holds my interest through the levels trying to empty the pockets of all shoppers again after the 1st or 2nd wave. I think of this as a tower defense game in disguise. Suggestions: Show the stats on the existing buildings. Show the cash remaining on the shoppers if selected. Let the level finish and show the total on the level screen. Slowly increase the bonus for empty pockets. $1000 bonus is silly by level wave 20. I've gone to using all newstands, is there a reason to use anything else?
A single enemy tower can stop a line of beetle 3's from getting to the enemy base. It takes me 4-6 mixed towers to do the same. Now I'm stuck on this level (the hour glass level).
I seem to be getting treasure chest drops every other mission. Is there any pattern to that. Be nice if it were, since I could do a harder level, then grind an easier one for lockpicking skill.
I'm with cor315, what's the deal with how many asteroids you destroy, is there a way to make them come faster? The instructions on this game are worthless.
Anyone else care to confirm, large objects will have a gravitational tug on me even if I'm off the screen from them, but within some range. None of the objects attract each other, and I only attract objects smaller than me. So if I'm careful, I can avoid large hazards, and I can test other objects to see if they move toward me before swallowing them. As for rating, I think it needs more variety. 3/5
Played again, starting in the lower left, this time one of the computer factions became dominant, and should have easily rolled over me based on territorry, but I've survived 6-7 turns in a 2 on 1 configuration using hospital and defense strategy. Either a stalemate or I'll lose eventually.
I'm not seeing the challenge. I got killed first try leaving my self undefended, now it's just a step by step march to victory as far as I can tell. I never get attacked with a decent defense in place.
Gemcraft became quite a grind, with little suspense once you worked up enough skill for a decent mana building strategy. Chapter 0, seems to be intentionally balance to force the use of multiple strategies.
I just started seeing the bug with footsoldiers (In my example) leveling up but not being available after that. Also the boss in my last battle seemed to die, but still had a health bar, and I had to let the level time out.
Very nice concept, pretty balanced (normal mode), you really have to power up to be able to tip the ballance. Ranged weapon seems far superior to melee. Some units get stuck on spawn, towers can be placed to block some roads. To easy to accidentally sell the magic boots. Tower projectiles should be dodgeable, and not follow you out of their range. Get the big bag of gold early! Buy towers!
Level 7 is pretty hard, I was getting close to what I thought might be the solution but it wasn't, even with a walkthrough, took 10 tries to position the ball just right.
My best strategy so far has been to fling hail up into the effingsphere. As many as possible as fast as possible. The problem is you have little control over the aim. Any high scorers care to comment if this is the right approach?
Very nice concept, I agree normal mode is too hard, with the cash cheat I went through normal to chapter 9, but could not get through on two tries with maxed everything. I favored missile turrets with a few of the others. Need an auto repair, or repair all button. Game was lagging on my older machine, but still every 10 seconds had to go in clicking repair on every turret in front. How you could play normal without cheating, I can't say. 4/5 for potential