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It would be useful to see how much energy(in numbers for example)are in the sources and how much to fill your plant. Great game.
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I think most people that are saying it's too hard or it needs balancing might not understand the risk vs rewards feature. It took me a couple times then it dawned on me what I was doing wrong. It's perfectly balanced, we just need to analyze the map and figure out what resource is worth going for and what to stay away from.
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Very nice. i quickly learned, it's best to just use the blop on ur main self, get a slurper max upgraded, and get a blop to defend that collector. That should easily give you max plan growth.
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I don't know if anyone has already suggested this, but it would be nice if my plant could start spewing spores after a it reached a certain level of growth. It was a little frustrated to not have an offensive move.
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Played the later levels at the Science Museum website, and while I do enjoy the game, it gets highly frustrating because your movement is so freaking slow. Unless you just happen to have everything perfectly lined up timing-wise, you're screwed. It's impossible to react quickly to unforeseen holes in your defense. Hotkeys would be VERY welcome. 3/5
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I've played through this. Twice.
And I still don't understand how in the heck this is supposed to promote climate science...
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Didn't like the fact that some plants were already awake when I landed. Forces you into certain strategies. Reselling almost completely dead defenders, and immediately replacing is your best bet. Don't upgrade defenders until they are out of shields. I upgrade my gatherers only because it increases the rate at which I get coins. Didn't realize that everytime the plant eats a purple orb you get coins. Had to figure that out.
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A few suggestions that I think would make the game a lot better
1. Shield should be able to be regenerated. Maybe 1 every 15 seconds at least, but shields should regenerate.
2. If 1 isnt done, there should be a robot that repairs shields.
3. There should be an offensive bot. One that would shoot at the spores, or at the trees to kill them.
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Upgrading repairs it. Reselling doesn't take health as a factor. That alone allows for plundering strategies with would look like pyramid schemes IRL.
A major loophole in tutorials: The game didn't tell me that plant growth = coins. I didn't feel the need to upgrade resource leechers - they'll finish the job eventually, right?
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I'm an economics student at college, which is the study of the allocation of scarce resources. After playing this game once I got amazing on every level only replaying the second level once. This game doesn't let you just collect every resource on the map. Actually most you don't use, and if you try you will loss. Think trade-offs, why risk having a new spore if another is already active and there are resources right next to it.
Great simple game. Also, I like the art, the colors really let you know whats good and bad.
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Let me say I think this is a VERY pretty game with a good intent. And I realize I haven't played any of the additional levels on the museo site. BUT....
Literally all you do to win is lay down 1 slurper/catcher, upgrade it, and a defender at your home plant. 1 defender, 1 collecter, really? Hm....I'm wondering why the game doesn't force you to strategize, let alone multitask/assess resource management. The only exception is the last 10%of lvl 5 when you need to throw down an extra collecter/cheap guard to top off your plant.
Great idea to the creator, but I'd like to see some actual substance, sorry. 1-2/5 stars with a potential for 4-5.
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a repair droid would be good:
advantages: a free source to repair
disadvantages: will probably get spored, then you lose money
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Graphics are good. The sounds are a little jarring - some fit, some don't. The gameplay is very slow and extremely unforgiving. There really isn't much room to figure things out or come back from a bad decision. Either you set it up right, or you don't. An interesting concept, however It should work on balancing cost vs reward better. For instance you can have different types of resources and mining... so that you can mix and match efficiency, speed of mining and threat. Units should be both offensive and defensive, so that building any 'defense' is a threat. To makes things random things can change (groundwater pollution, cloudy days) and the 'threats' should actually be competing for the same resources. A good stat, but it needs a definite gameplay adjustment.
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It's so nice to see original games :)
Love the concept...only criticism I have is that some of the resources are so obviously a bad idea...i.e. ones in front of a spore thing. Also, the defense robots seemed unbalanced...I never used anything except the expensive one with the many shields. Other than that, I really enjoyed the game, and the art. 5/5
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This is a DEMO you have to go to http://www.sciencemuseum.org.uk/climatechanging/rizk.aspx to get the other 15 levels. Good game, lame posting.
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It's nice, and very fun, but I do think that the first level doesn't teach you enough. Upgrading and repairing, for example, are both very vital but not even mentioned.
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Don't rush and send a lot of sucking thingings all over the map. send ONE to the pink stuff next to an enemy that's already active! and build a defender next to you that blocks everything..
ohh and UPGRADE////REPAIR!!!!!
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Upgrading a defender also seems to repair its shields, so unless you need the repair right that instant, I think it's better to hold out and save for the upgrade right before its shields go down
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Here's the trick. You only need 1 or two collectors, upgrade them as much as you can quickly. IF the collectors aren't in any danger, just put one big defender on your base, so he covers the entire tree. Otherwise one defender on each attack path. Every time a defender is about to die, upgrade him. It's only 10 coins more, and it adds an extra shield for next time. Don't repair until they're maxed out. That's basically all there is to it.
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Also, it'd be nice if there was a way of checking the health of your defenders, plant, collectors instead of a guessing game. It seems interesting that you get a full refund for your upgrades on defenders, as well.... Hope I get to play the improved version of this game! : )
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walls/barricades made up of overlapping bleeps with a few beats behind them is practically indestructible and really cheap to set up and maintain
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the game is simple. if you are having issues, try checking out the threat map. 9 times out of 10 u will find u are just playing needlessly risky.
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wow there right it IS like real world risk management if your careful and expand slowly you will survive but if you try and be greedy you will get destroyed by an ecosystem your only beginning to understand
great game 5/5
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Lol i looked at this comment before i played it was a WTH momement
Jull_GC
Feb. 18, 2011
Very nice. i quickly learned, it's best to just use the blop on ur main self, get a slurper max upgraded, and get a blop to defend that collector. That should easily give you max plan growth.
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By looking closely at the roots below the plants, you can see them light up one by one. Once they are all lit, they will release a swarm of spores. This can really help you when you need to know what needs defense, when.
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Overall the game is pretty fun. Couple of suggestions though. You need to be able to restart a level without having to quit. Maybe just a restart level button? Risk level doesn't seem to be indicative of anything. I had low risk and was getting pounded by everything. Maybe risk isn't the right word. Why will some plants attack me from across the map, but others won't? I agree that you should be able to attack plants to lower risk and/or particles coming your way.