a few minor issues. 1. no options menu to turn off sound effects and lower graphics until you actually start a level. 2. graphics reset to high whenever you start a new level. 3. only way to view achievements is to go back to the start screen. 4. no stat tracking on achievements. like i said, minor things... its still a great game.
excessive lag at times. identical zombies taking drastically different amounts of head shots to kill. disproportionally large penalty for killing humans vs gain for killing zombies... especially when 3/4 the time its their own fault and the other 1/4 its basically unavoidable given the circumstances. what would be an otherwise fantastic game is at the moment a 2/5
my only real complaint is that the rocket launcher and tesla weapons that home in on targets will go after the strongest enemy on the screen (the bosses) instead of the closest. so a lot of time, in survival, when theres a boss on the screen ill have to spend so much time dodging (or just getting hit by) what would otherwise be insignificant or quickly destroyed.
there needs to be a quick reference in battle to see what an opponent's minion's type is and to look up weaknesses. if you add that this game will be absolutely perfect.
the games made very well. but because you control the power (in such an odd way) as well as the direction of the shot at the same time while requiring a good deal of precision makes it very difficult. combine that with the very limited number of shots and lack of shot trajectory or at least an indicator of where your mouse was for your last shot and the game becomes an exercise in tedious self punishment.
id love to, in battle, be able to mouse over an enemy and at least see its type(s) combined with a quick way to look up weaknesses. or better yet when selecting a move show an arrow next to the enemies, either up or down, to signify that the move is strong or weak against that enemy.
id love to see a game where you play as papa louie. pick a location, a restaurant, then hire an employee (better employees cost more money). then you buy advertisements, ingredients, better employees, decor for the restaurant. then move on to the next area, and you try and juggle multiple restaurants at a time in a purely managerial role.
three times now, on 2 separate computers, using 2 different operating systems, and 2 different browsers. i have the code, i have the enigmatendo in the machine, i put in the code... and nothing happens. the only other buttons on the enigmatendo are the number which reset the code, if i hit the back button it just takes me out of that screen but doesnt change anything. i gave this game a 5/5 when it first came out, and now i cant imagine why.
great concept, well executed. better explanation of the different action skills would be appreciated. id love to see a multiplayer mode in the future, and possibly even a deck editor (depending on how many different codes there are). 4/5
I (tried to) clarify the actions in AlexM30's post, hopefully that helps! Unfortunately, those features aren't very likely anytime soon, but I'll keep them in mind if I decide to keep adding to this game! Thanks for the feedback!
You can control which way you spin - it alternates between clockwise and anti-clockwise, so if you want the other way, tap twice. One button controls were essential to ensure it worked with 4 players on one keyboard
the chain combos plus the general lack of sword tiles i get leads to me failing a lot... and thats just on the 1st couple of maps. it really sucks when i lose because i accidentally make a combo of swords while im trying to clear out gems to try to get more swords to appear for an upcoming enemy. you should add a reserve or pool of keys/swords that we can build up even if its small like a 5 or 10 max. you could even add a crew member that increases the players max reserve.
because the maps are not randomly generated nor is anything on the map and because the player has no control over where the characters left and right movement there are some paw coins that are impossible to get because they are in the ground at the time you line up with them.
why are the challenges the same for every map? wouldnt it stand to reason that if ive played enough to get enough paw coins to unlock a new map ive played enough so that myself as a player and my character have improved a fair amount? meaning the original challenges arent in fact challenging anymore? granted they werent challenging to begin with, but thats besides the point. having to go through the same boring tedious challenges not once, not twice, not three, but FOUR separate times is just ludicrous.
I (tried to) clarify the actions in AlexM30's post, hopefully that helps! Unfortunately, those features aren't very likely anytime soon, but I'll keep them in mind if I decide to keep adding to this game! Thanks for the feedback!