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Very nice game, but we should be able to kill our own units to make room for more, and have a little time in the start to get our army ready. (Possibly starting with, say, 5 squares in the beginning.) Also, we should be able to pause and assign units to "squads" of some sort and put the squads to hot-keys. Then, there's the screen. I need to be able to view the whole thing clearly to organize attacks and strategize. (A survival mode of sorts would be greatly appreciated.) Great concept, 4/5
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Pretty good, although fairly easy. Only problem was targeting hexes during boss levels. Some control mechanism besides dragging might be nice too. 5/5
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A good game overall however hampered heavily by a shoddy control system and upgrade selection. The sniper upgrade has a turning circle slower than a glacier making you better off with basic bees, the scout upgrade has a godawful speed, for no apparent reason. The boss levels were poorly designed, with no real use of the games unique mechanics, just a quick landgrab or you lose scenario as they all take place in tiny arenas. and levels that forced you to pass over [down]upgrade spots show poor planning, some more control on a micro level as to what units take as upgrades when passing over areas, or just in general combat would be ideal. a control system that would allow for splitting your forces in a less infuriating way also greatly appreciated. and finally could i please see more of the map, only getting half a dozen squares on screen at any one point makes it very difficult to coordinate attacks, and games that are difficult as a result of poor design really dont work too well.
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i would like it if you added a sand box mode that you can just breed units with a delete unit button so your not over populated
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3/5 The idea behind this game is great, however, some of the elements of the application have me slightly annoyed.
The mutation hive blocks get quite annoying, and as somebody else stated in the comments, they defeat the purpose of the random mutation element of the game. Also, on levels 13 and 14, it was ridiculously hard because the enemy camped on a range/damage mutation block, and was able to lock the game in a stalemate for 15+ minutes on each level, neither of us able to advance on the other. It was only after I restarted the levels twice, and managed to get armored units by a stroke of luck, that I was finally able to overrun the enemy.
Another thing that has me peeved about this game is the lack of a start button. The game moves from one level to the next without a pause between the levels. I died more than once because I got up from my computer to attend to other matters and didn't notice that the game didn't pause between level.(1/2)
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Has some annoying interface issues (click and drag to order, instead of click and click like most other RTSes? Also you can't attack a unit or hex that your own units are obscuring) but I LOVE the concept!
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Also, a few other complaints I have: Clumsy AI/Controls(click and drag to move gets annoying, especially on a laptop), lack of a restart button, lives have no function in the game
And Issues I saw in the comments that I didn't have much trouble with but could still be addressed: game moves at too quick of a pace to take advantage of the mutation, lack of control over mutations, uneven difficulty curve(random difficulty at level 10), eggs getting in the way of other units/in the way of clicking, custom levels aren't enjoyable/aren't really custom...
I think I covered everything. It's a wonderful idea, but it needs a little more work to get a 5/5 from me(2/2)
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Too fast paced to use the mutation breeding properly, click and drag is very clumsy, AI is retarded for both enemies and own units. Great idea, poor execution.
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@drsteel REALLY? You low rate an awesome game because of some damm religion? Chill! Enjoy the game!(p.s. god is fake moron)
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This game makes a pretty good real-time game, but if it was turn-based, there could be a lot more strategy, and a little element of risk. (I would've won if my next generation hadn't spawned with maxed sight and nothing anywhere else) A multiplayer option would be nice, too. This idea has tons of potential, but it's not being used to its fullest.
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When I hit level 10, I was like "sweet, snipers." Little did I know that they were so pathetically slow that they were borderline useless...
For an alternate strategy (that I honestly believe is much better, you decide), don't even bother with those range + damage upgrades. Retrieve the three adjacent hexes (AT ALL COSTS AVOID GOING ONTO THE "UPGRADE" HEXES), and pay close attention to what you get. If you don't get one that can fly, restart. Otherwise, take the flying one(s) to an enemy area that doesn't have many buzz-bots around, retrieve it, and start breeding from there. The ones in the center can be left to die, so you can make more on the outside ring. From there, you can slowly and steadily just capture the area in a huge ring. By the way, if you're about to die, just return to main menu; you don't lose any lives that way.
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This idea is very good, but you dont utilize it very well. Its very tough to pick which offspring you want to use to reproduce others in this fast paced game. I feel that you somehow need to enhance the choice to 'evolve' your units. The bosses are also rediculously easy. All you do is you make 2 groups of units. send 1 group to run around and capture territory, and make the other group attack the boss. whenever the boss attacking unit dies, just reproduce easily.
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Hrm.
Random changes in the duplication, I know why, but...I wish there was a way to nudge the random variations. Initially.
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Beat it, I love how on the last boss theres some natural selection going on. Units with longer range and quicker speed survive more then the others. ADVICE: keep away from the no range boss, if you manage to only fight 1 of them at a time (starting with most range to least range) its easy.
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For one of the "puzzle" levels where you can take as much time as you like preparing an attack on the enemies, if you get stuck, try using evolution against the enemies. For example, if you want to attack them from a distance before taking their hexes, but they have too much range and attack you first, try killing the longest range enemies until they evolve into having short range.
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I'm usually pretty forgiving of gameplay, because I realize these games are low/no-budget labors, but this doesn't leave enough time to develop a strategy, and forces manic clicking/dragging, which makes me not feel like playing it. Just being honest.
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Level 10 isn't that hard guys. Make each one target a different hex. Once you have three hexes on the outside ring you have enough bees to tell three of them to hit one hex while the others spread their fire. The enemy can't "repair" as many hexes as your shooting at. Once in a while tell a group of bees to shoot at the other bees (one volley, the enemy bee will die).
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ok, the AI is SO STUPID. Like, I tell them "ok, go over here and attack this hexagon" then half of em go and get killed cause they splinter off and attack random crap. It would be nice if it was a lot easier to tell them what to do, and if they actually listened.
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I got stuck on the "jaw" level (10) because the bees are like dense or something and rarely attack the red bees, resulting in loss of hexes outside where you start. Also, they dont auto-attack another hex or bee when they win/kill one, they just sit there and let themselves get attacked. WTF?
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Good concept but badly executed. Needs better controls, WAYYY better controls. A click and select option would be much better, instead of the click and drag.
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flaws: if you're too slow you lose automatically (especially damage guys), lives are stupid, the forced change of trait as you walk over a space is annoying, what is the point of antennae guys, and when idol ai will fly into a wall rather than capture a space or kill an enemy that is attacking it.
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Controls are just bad, holding a key to toggle drag would be great that way a miss click won't make you unsellect you whole army.
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For a game like this I feel like it should be turn based... Its so fast paced, and im having trouble actually selecting targets. The whole dragging thing is truthfully a drag. I absolutely adore this concept... I just wish it wasn't near impossible to control your units and too hard to choose who is evolving in a cluster of them. 3/5 for a fantastic concept that just needs a few improvements.
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just an idea, probably a really good one, make it so when you reproduce, the new ones are underneath the old one so you can keep reproducing when it gets hectic. i find it really hard to click one when theres nothing but new spawns waiting to appear over the old one
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While thinking about this game for awhile longer. To many people this micromanagement is very tedious. If you plan on making a sequel maybe you can incorporate reproduction rate because one of the traits of survival is reproduction. I am sure you can find plenty of ideas for a sequel.
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Great concept but the controls are like herding cats, seriously fix the controls, give us control groups etc. 3/5 at best