"Difficulty" is just the capacity of the AI to give itself free units it seems.
Up to the point where I can pin down the orcs to a 2-region space for a decade yet they can still afford to always have a full supply of units, even if they invade me with a full army every month.
Now even the decent game developers who could actually bring decent new games to this site are just filling the place up with idle clutter. Seriously, "games" like this are killing the site by flooding out any actual games, I'm surprised this entire genre isn't banned yet.
You're using 3D rendering for an isometric view that never changes angle, with objects that never rotate?
Why?
It makes the game run a fraction as efficiently as it should.
I'd love to see non-sandbox elements to this.
There's so much stuff in it that just doesn't feel interesting in a sandbox game, but would be fun in any other game.
So I thought: Okay, the guy behind me is chasing me with an OP melee weapon, so if I run in a straight line holding a melee weapon, they'll be unable to catch up. They caught up. Seriously, the networking on this game is stupid.
The pistol isn't nearly powerful enough, and that causes a big problem later on in the game: Since there's loads of zombies, even if they're all on fire you still have to find a flank route through them, and they spawn at such a density that there's always a zombie in your way. And the pistol is simply too weak to kill even a single zombie in a reasonable amount of time, which means that the game is eventually pretty much pure luck, relying on just so happening to have a gap in the horde.
That is a good point. I should've gradually upgraded the default weapon as the waves increase. Maybe I'll do that when I get some time.
(EDIT June 14, 2016: )
It took long enough, but I finally made it so your default weapon is upgraded for higher level waves. Check the update post for details.
It's poor game design to have what I like to call "a quadratic factor of skill", where the easier the game is the easier the game is and the harder it is the harder it is. In this case, it's that the player loses progress on the summoning as they lose health, so while ritual x may be easy, ritual x+1 can seem impossible because having it that little bit harder makes the ritual take far longer while simultaneously having the player only be able to survive a much shorter ritual.
The spikes give you too much of a headstart, but at the same time are too fast.
So for most of the game the spikes are far behind you, and then suddenly the spikes are on your tail with the slightest bit of bad like spelling your doom. Really, it'd be funny having the spikes right behind you and having the boxes jam a hole if the spikes weren't so fast that it was completely impossible to escape that situation.
This is way too fun.
But a couple of things that should be noted:
Firstly, you can get kills endlessly after death by dying as you have a charged shot.
Probably why the top score is far above every other score.
Secondly, spinning in circles with a charged shot makes you indestructible, so if you make a survival mode you'll need to have that not make you indestructible.
Instantly losing the last level if you didn't upgrade pressure really needs to be fixed, losing to a bug then having to play the entire game through again is just about the worst thing that can possibly happen in a game.
Also, the fact that the enemy can't lose pressure and the game is just about gaining charge makes this a little pointless.
Is the cloth simulation using each apparent vertex point?
A common technique to speed up cloth simulation while still looking decent is to use a high mesh resolution for graphics and a low one for simulation.
I hoped this would be a bit more than an idle game, but the only reason I rated this 2 rather than my usual idle-game rating of 1 star was because procedural generation is something I haven't seen in an idle game before.
That is a good point. I should've gradually upgraded the default weapon as the waves increase. Maybe I'll do that when I get some time. (EDIT June 14, 2016: ) It took long enough, but I finally made it so your default weapon is upgraded for higher level waves. Check the update post for details.