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No pun intended, but I think the "bones" of the game are pretty good, but the implementation of many elements are subpar. For example, the inventory system seems way out of whack, and the inability to sell or break down items seems like a very strange choice. A few hospitable changes and this could be a good game.
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Learned the hard way I can only uprade an item once :/ (can't use two item with grean auras to create a better one) Too bad really.
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Your aiming systems sucks, make it "click the same place twice "to confirm !! I click on the shotgun ability, wanted to see the range, then it suddenly fire at a wrong direction, and sometimes, walk rather then shoot an zombie... This is as shit as the grinding needed
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Does this game have an exchange at some point in the game so I can swap all these random parts for parts I actually need?
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This game annoys me when I click to shoot and my character wastes a turn to run over to the zombies I wish to stay a respectful distance from... because they smell
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Got both the easy and medium badges in 45 minutes, the hard badge will be a bit of a grind... clicking on Invite Friends crashed the game for me
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Average turn based point and click. Visually it takes some clear inspiration from the old stalker games. Besides boring gameplay and the awful time to recharge function it'd be a so-so game. Just repeat mission 2 for BotD.
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Each mission is pretty much identical every time you do it, which can be a benefit at first, but it gets pretty old after a while. Would be nice to see random starting positions.
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Couple of thoughts - its play for a minute, wait an hour for energy, play for a minute, stop playing for several hours to conserve energy for the daily rewards.....speeding up the refresh time will make it more playable. Knowing the benefit of an upgrade - you can add a point to a stat per level, but you don't know the benefit before adding it, then checking, then resetting if it wasn't what you wanted. Maybe before you add the point, the box can also show exactly what the benefit will be. At a certain level, maybe give more than one stat point for leveling up. As others said, for xp its better to farm the lower levels with lower energy cost, not much incentive to go for the higher levels unless you need an item (with a pretty low drop rate). An information tab with all the equipment values (including when upgraded) and the capabilities/hp of the zombies would be nice. For equipment, doesn't look to be a way to get rid of basic things you will never use.
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@Mick0305 all too common in mobile base-building "games" though. This game takes every possible manner to slow down progress and be boring/uninteresting as humanly possible.
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Why does the bigger zombie with much more health also moves faster AND deal more damage. Where is the balancing in this game..
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don't think i ever played a game where it also costs real life time to upgrade a characters skill points. congratulations on finding a new way to make gaming worse. 1/5.
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Boring. There's no better word for this tired, predictable grind-a-thon: even by the absurdly-low standards of the done-to-undeath 'zombie shooter' genre,
It.
Is.
BORING.
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Also, the zombies have health bars but no visible hit points, the AoE effects are scandalously weak, there grind is dull, takes too long, starts almost immediately and isn't even really avoidable by becoming a whale, the zombie kills daily mission doesn't count zombies killed on auto-runs so you have to manually run around a map at least a few times a day for that reward.
This game is very badly done.
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Another problem with the game (one of many) - the second section of missions are all one extra energy, which means it's far more cost-efficient to do all the earlier ones. For such a grind-heavy game there should be an incentive to be doing the harder ones more often, but instead it will end up costing you more in ammo, experience, common materials, etc. Very poor choice.
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As well as the attacks of enemies who have long range... it takes too long to be surrounded by a dozen or more enemies and just shot at. It takes about 20 seconds per turn.
And on the rare occasions when you are surrounded, you can't take any action at all, forcing you to refresh your browser. This is a bug that occurs even in normal cases, and I hope it will be addressed as soon as possible!
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I think the Halloween only event is very good... the problem is that the enemies use guns and grenades. The difficulty level is an order of magnitude too high. I was in terrible situations with grenades flying from out of my field of view and being surrounded by enemies and being shot through the gaps
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It's just... every part of this is bad. The energy system, the p2w mechanics, and the combat... the combat should be the ONE good aspect but it's just weightless and boring.
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If this game had a speed up button the grind would be way less painful. Please add a way to speed up the battles, looks like a lot of people are quitting your game because of this.
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@JackVermicelli, me too. In theory if you are able to raise the refresh rate of your monitor, you could make them go faster. Sad for me it can go up to 60 hz only :(
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I wish there were a way to speed up zombie turns. PLaying hte same levels over and over and making the same series of actions over and over for each gets so tedious when it's so long between turns.
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Sniper skill consumes 2 AP to enhance hit rate and deals additional damage in addition to normal attacks.
Lv5 is +23/44 to hit.
Strength is currently Lv 10, which is correct as it has a +2 movement range.
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The first three badges don't take that much time, but the fourth one will take a LOT of time, and it's not fun, like most games on zombie-Kong nowadays.
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Game reminds me on Incubation - Battle Isle 4. I liked that one, hence the name. Lack of info (enemy list, item list, cap/max values) makes it difficult to plan character development. Sniper skill need 3 research points. DMG research need 2. How Sniper helps? I would like to see grid on/off. Can anyone confirm if 5/10 points in Strength/Perception adds 1 to movement/viewing range?
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I finally got the Lv 15 skill!
Penetration:
Inflicts damage from a regular attack and additionally applies an effect to the target for 3 turns: Armor -12 and Damage 25 per turn the action ends the turn. Cooldown 5 turns
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This game has some surface similarities to The Last Stand: Dead Zone, which I still haven't totally gotten over (RIP Adobe Flash). One thing that I really liked about DZ that could maybe help make this game a little more interesting is the team management and gathering. During DZ missions, zombies would spawn in constantly (slowly most of the time, or a whole bunch at once during a swarm), so the goal was to gather stuff from the area and then get back to the entrance. Some of the daily missions in OAZ talk about "picking mushrooms" or whatever, but it's really just a 'kill all zombies' mission -- how about actually having stuff around the area that have to be gathered to pass the mission? Having a team also would help, you could have someone with gathering skills (improves the odds of grabbing good loot for example as they level up) and then a soldier class to stand guard and keep the zombies off them as they work.
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Professional Tip for AnthonyG2346,
Playing level 1 means you earn 10 bullets for each point of energy you spent. (20 / 2 = 10)
Playing level 11 means you earn 12.5 bullets for each point of energy you spent. (25 / 2 = 12.5)
This is how simple math helps you to become efficient.