Very addictive and good shooter. However, I think the tower defence aim a bit overreacting when it comes to paning the camera. In those cases, I might have preferred the aim to be strictly within camera boundries, and camera movement connected to the WASD-controls. (It's not like the turret is going anywhere.)
Onc3 is right... It doesn't lag on Crazygames. Makes me really wonder if the problem could be in the implementation of the Kongregate badge API or something like that?
Yes... there will be "over 6 hours of gameplay" when lag is this bad. After doing two - TWO - runs of the first level, I could no longer time actions properly. I would gladly spend 6+ hours on the game if it would let me play it properly. That's not going to happen as long as it has these major coding flaws.
Suggestions:
- Hover over a unit to view current heat flow rate from adjacent units in the top field, so that we can more easily measure if, say, a vent can handle another fuel cell.
- Make the unit category title line into category selection buttons/tabs instead of using a separate line for "previous/next page"
- Upgrades- and Options buttons could similarly share a line
I find it odd (and somewhat annoying) that the Kongregate "Orc Annihilator Badge" doesn't fully correspond to the "Orc Annihilator" in-game achievement.
Could the lag be due to the game not dismissing obsolete information? - in programming called "garbage collection". Closing the tab and then opening a new one with the game removes most of the lag for me. Of course, this must be repeated every so often when lag has accumulated.
While in gameplay, pressing Q and E simultaneously reveals two buttons and some sort of terminal window overlaying the gamescreen? As far as I know they do little and are impossible to remove without reloading the page. Sometimes Unity wouldn't work for a while after this.
Using ctrl-click to discard doesn't work on an OSX-computer, becuase that is natively mapped to open context menu (as if right-clicking) instead. I've lost a couple of games to this. (That, and a mix of bad luck and poor skill :P )
So...
Poor randomizer. There's way too much luck involved.
You shouldn't use fuel in air (at least when not moving)
Gain experience while airborne and perhaps an option through pause screen or other key to level up before hitting the ground.
Retry-hotkey, or at least a "Try again?" option on fail screen.
Persistent mute, including sfx. Also accessible through Settings in main menu.
Last but not least, a fixed - beatable - attack pattern for bosses.
These are improvements I bet everyone will agree upon.
There seems to be a bloodbath over here. Better check it out... OMG! Zombies! Why didn't anyone warn me!? Now I have to run within the walls made up of the deceased bodies of everyone I had to crawl over to get here!
It seems as there is no "low" particle level... And it's too much for my computer handle right now. I can't keep up with the four inner sun-guards due to lag. I'd love a "Particle level: off"-option :D
shhh!