The final boss is plain stupid. As he gets near dieing, all of his attacks deal ridiculous damage. Prior to the bridge section, I would give this game 4*. After all the grinding required to get money to buy skills to get past the bridge levels, 3*. After fighting the final boss way too many times, 1*.
After playing some more, I revise my gameplay rating down to 1 star. This game is 100% pay (real money) to win. Each level card above Rare is so much better than the lower level ones that there's really no contest (and, of course, the only way to get cards above Rare is to spend real money).
I would rank the gameplay itself as 4 stars. However, I give the overall game 1 star due to the cost. The only way to get decent cards is with warbonds and, as far as I can find, the only way to get war bonds is with real money. A digital CCG *MUST* have prices lower than physical CCGs or the only players will be ones that can't do math...
Even worse than the "oops, I accidentally shot something critical that I couldn't see" is the "*&^%* monster decided randomly to destroy something critical". Like Irasfel, I tried to like this game. I haven't played the original so maybe I'll go check it out...
I was giving this game 3 stars due to the good concept with implementation issues. However, after fighting the boss *MANY* times, I would love to give this game -1 stars for the horrendous final boss (plus other issues)...
Good game concept but has some significant issues. As others have mentioned, you are much better off *NOT* upgrading the ammo capacity of the missile dude (this should have been blatantly obvious to the devs). The final boss has major issues as well (as others have noted, I was doing fine until he spawned waves multiple times in a row).
Game unplayable. It seems to finish loading and sits on a black screen for a very long time before actually displaying and then I can't click on anything except the music note in the corner.
Decent game except having to gain uncut dice through luck or real money. Also, I agree with JordanW256 that it would be far better if it used more than just d6.
The core of this game has a lot of really good ideas. However, I think making it a real-time game rather than game-time (eg things take 8 hours of clock time as opposed to 8 hours of game time) was a massive mistake. This would have been a *FAR* better game without the real-time and multiplayer aspects.
WTF? FUEL generator uses 400 of each resource for one single collection of fuel regardless on if it is 1 or 20? That makes absolutely no sense. It should make X amount of fuel per 400 (x3) resources regardless of how often you collect some of it.
Pretty fun game but I'm sick and tired of games that limit what I can do with artificial time constraints to try getting people to pay money. Oh look, it takes 50 minutes to walk *3* blocks but it can be instant if I use 24 fuel ($0.24).
There needs to be a way to actually see what cards the opponent played so you can read them. They go by fast enough in play that you often can't even read the title.