Well polished game play (but missing things like an achievements screen) but at the end of the day it's a fairly standard TD style game - time to start adding new twists.
Not a bad try but needed a lot more polish before release. The companion idea was good but mine died because I turned my back for one second in a room I'd cleared only to have dozens of zombies fall from the ceiling. That meant I played most of the game with out a companion. The guns were just plain rubbish (especially the shot gun) compared to the melee weapons which was a shame (and I wasted most of my upgrades on trying to make the guns decent). I started off liking the junk in cupboards but found myself accidentally picking it up when in a rush. Emptying it out of my pack grew boring quickly. Finally, since ammo doesn't weigh anything couldn't the character just pick it up automatically?
I liked the demo so much I bought the original a while back now and forgot all about it. Will have to dig it out and see what other maps there are to play. I echo other peoples calls for much larger maps. There's nothing wrong with the current size but I think a bigger map would allow for more depth to the game play. Definitely a 5/5 from me.
Not bad, I found it got to repetitive to get the later gun upgrades such as the one for the minigun. An upgrade tree might help that. There's a lot of luck involved in surviving a long time, if the guns don't fall right you die. The only thing that annoyed me was picking up the minigun made my speed the same as the second level zombie. If I picked up the minigun when one was close by it would be inside the range of the gun so I couldn't shoot it but I also couldn't run away from it!
Generally a good shooter, movement is smooth, enemies act in a sensible way, balance is pretty good. The only real downside is the amount of grind that would be necessary to get the higher level ships. I managed to get the ship that costs 9000 scrap but by that point I was just going to for the medium badge.
Fun little game, completed the first play though which is always nice. The mini-gun is clearly the best weapon but it annoys me that you if you keep fire pressed down it doesn't start firing automatically once it's reloaded (could do with a bigger clip too).
Nice enough game but let down badly by an upgrade system that seemed to be almost random. If I pressed reset all (which wasn't always an option) suddenly some weapons couldn't be upgraded. The main cannon fired too slowly as well. Would have been good to be able to upgrade the spread of the missile. Will look forward to the next one.
I am the scourge of gardeners everywhere :-). Great concept and well executed but far too small. I'd like to play for multiple seasons. What about including pesticide and herbicide resistance as well, could be very interesting when playing as the weed.
Nice little game, not to taxing on the brain :-). If the controls were sorted out I think this could be a really interesting game with some development of the idea. The only thing I don't like about this type of game is becoming stuck and therefore unable to progress even though later puzzles may be possible, perhaps have a time out on the door so that it unlocks after 5 minutes even if the user doesn't enter the code.
Over all a pretty good zombie shooter game, could do with some polish though. It felt to me like I had to aim sightly clockwise of where I wanted to shoot in order to hit reliably with the handgun. The shotgun seemed fairly pointless due to the limited number of rounds and poor damage compared with the handgun.
It sort of remings me of the early versions of Lemmings. Great game, really addictive trying to get all the sugar in the mug and some great puzzles. While I love the simplicity of the game I think it would be interesting to explore adding additional puzzle elements like fans and conveyor belts.
Over all a very clever game, certainly one of the best executed factory type games I've played. I agree with some of the other comments about it being too forgiving but rather than just fail the user I think a better way of scoring would be to try and hit a particular tile failure rate like a real production line would. I suspect the lower than expected score is partially down to the graphics which unfortunately let an otherwise excellent game down a little.
Nice game, gave it 5/5 because it kept me coming back. Just completed the hard badge which, once I'd figured out the strategy, was ok. Could do with a bit more depth / variety and the playing window needs to be much bigger.
Achievements screen is turned on now! And twists are planned.