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Very interesting concept. Lots of potential. Suggested additions:
1) Obviously, multiplayer would be great
2) A cooldown on how often a pod can deploy in order to prevent players from "hiding" their units by constantly sending them between pods.
3) A 10 second invulnerability for a pod when it changes posession in order to prevent instantly "cherry picking" a pod after the other player did the work to capture.
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Love the consept. Also hope you make a V2. Cells that have functins like speed up bubbles or you must take 1 cell before you can take the 1's it protects.
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UnknownElementX is right. The idea of conquering the other faction in this way already exist in a game called galcon. ( http://www.pygame.org/project/340/ )
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Compelling while it lasts, but akg2000 is right. If you can take one of the starting enemy cells from the beginning, you've all but won. The only thing I can think of is to strengthen the AI and perhaps introduce a time limit until which starting cells can't be taken.
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good concept but becomes repetitive and slow after a while
also= my screen kept freezing when i tried to change which cell i was controlling grrrrrrrrrrrrrrrrrrrr
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It's an interesting idea, but the wait before and after a level are ridiculous and winning is just too easy. A multiplayer version sounds good to me though... 2/5
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Very promising, I like the simple game play and strategy. The pace needs to be faster (or at least a fast option). Enemy AI needs some work.
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Shows a lot of promise. I think the dnano balls move a little too slowly. Speeding that up and improving some basic AI ecisions would go a long way to make it more difficult. Then I would add on top of the gameplay to vary things up. Like perhaps having nanoballs that have different powers or different attributes.
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Very cool game! I'd like to be able to get to the action at the beginning of each level a little more quickly though. For V2, maybe different cells could offer different advantages? Movement speed, production speed, maybe a point defense cell that saps points from enemy attack pods that come too close... love this one and look forward to playing v2 when it comes out too! (I already got half way through and I know I'll beat it all too soon :) )
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great game. cool idea and lots of fun. wish there were more levels and higher difficulty though. it would be cool to have a few cells that produce different sorts of units.
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Yay won. Easiest if you start out by taking out at least one of thier bases, no matter the cost to you. That way they don't get huge faster than you.
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Loved the concept. Multiplayer would be challenging. Needs levels, as is, wait for opponent to make first move, then capture their main base, mop up survivors. Higher levels would need better AI.
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I mostly agree with giannis.
The AI needs to be worked over. The computer will expose it's big bubbles at times to get an overkill on a puny one. In addition it will go for neutral bubbles most of the times, instead of just running over me, when I have done a mistake.
The different screens could blend a bit faster. Hmm, maybe the game itself could be a bit faster.
But overall it's a great concept and I played all levels. I am looking forward to the Alpha version :)
3/5
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Good concept, but it needs more work. Most useful would be possibility to select more than one red things, or all of them at once.
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Quite liked it, but as a lot of people have said, it's probably too easy as of now, only the last level gave me trouble at any time due to a poor start, I noticed the AI sometimes throws insane attacks on TINY molocules which leave his bigger molocules poorly defended, easily exploited. Looking forward to the final version!
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Awesome game, but way too easy. Multi player would be a huge hit and make it so when the round begins it says it, because you can wait awhile before you realize it's time to start moving. Also a tad slow for moving units. And another good name for the game could have been something with red cells and infections.
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This game is good, fantastic for a beta.
You need to make the following additions for superstardom:
1. Multiplayer (sounds like it's coming)
2. Improve AI (ideally 2 levels of AI) that is more of a math problem than anything else for this game.
3. Figure out a way to eliminate the initial method of beating the levels easily by attacking the large circles directly.
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Good fun but the movement is a bit slow. And the level takes a while to begin - i.e.the fade takes a while and it is not clear when the level has begun.