That is actually true, you can still register for beta on neowars.net. The game will be out in about 2-3 weeks on ios/android. We will probably also make a demo version for kong.
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I love how you have a timer so we can try and beat our best score, rather than just win. The other feature you included that I love is you allow us to sacrifice our units to upgrade the cpu, and for me that added a lot more strategy and depth to the game. Well done, only bad thing for me was the countdown, you don't need to remove it, but maybe make it less large and obnoxious.
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love the way things flow and different units work together, makes it a lot different from nanowar-likes. still speed and aggression pay off, and be sure to get fastest flow to the action and no waste. 4/5 (that countdown costs a lot :)
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even if a harder difficulty is made, there is still the issue of playing the same maps over again, maybe if u made a custom game mode which allowed people to make their own scenarios and post them for everyone to try and rate, it could help improve customization. Another idea would be to have tag teams.
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I just added the kongregate API to the game. At the moment only number of beaten levels for normal and hard mode. Let me know if you have any ideas for more statistic, and lets hope that Kong will add some badges :))
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i love the gameplay and how it all flows together my tip is i get irritated that my units keep sending more power to units that are full and the power just vanishes i think if the unit is full it should stop receiving instead of me having to cut the connections other then that 5/5
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Hmm unlike some games on here the Developer responds and fixes and takes in account what the players say....5/5 for this game just for that
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Can´t beat Lvl 12. Also i don´t really know how to use the different nodes best.
Please add in the tutorials how you support each node at best etc.
I think the difficulty changes too fast from very easy to very difficult
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Colorblind option would be great. Can't tell the difference between blue/purple and yellow/green at all. Makes it exceedingly difficult when fighting purple as I don't know which nodes are mine and which aren't.
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Are the power scales tipped against the user? I am having trouble defeating my opponents even when they have non-upgraded nodes vs my +2 or +3 upgraded nodes.
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Just thought of something. How about a chip that's the opposite of the hub? Can produce units well, but can only transfer to other chips, not attack.
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im sorry if i sound like a brat in some of these comments and that they just keep coming... but i just wanted to thank you for all youve done for the game. i hope the sequel will be great.
You are welcome, your feedback is very helpful! I will do the sequel because guys like you help me to make the game better and motivate me to keep going! :)
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Such a good game but the glitches... been able to send commands during countdown gives dilly advantage - seems a bug. Playing hard, leaving coming back all normal no scores kept? Still a brilliant game.
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there needs to be a summary page for instructions. I am not sure what benefot i get from upgrading... it seems to be of no benefit early on and then later i don't know how to use it to my advantage.
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@Xoz444 Wait till you get to level 26 on hard. It's like trying to open a can with a pair of scissors. Just when you think you've got something going, boom, you're screwed.
'
I friggin love this game though.
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That last level took me a while, then I think "I might as well submit my time." Lowest time! Rank one (but only out of 6)! This was a fun game, and I look forward to another.
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As long as people are making suggestions, I think there should be something saying "this tower produces X packets per second, attacks at Y/s, defends at Z/s" or something along those lines. At the moment you just have to keep playing and getting a feel for how towers work when something like that would allow people who haven't spent much time to still play with strategy rather than fumbling through it.
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I must say one of the things that truly set this game apart on first impression what the involvement of the developer in feed back. This appears to be a dying art in the metagaming environment, and i for one applaud you, roughseagames, for you effort in assuring everyone's voice is heard. Now, on to the game :D
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you seem to actually reply to a lot of peoples comments that shows that you listen to the community and i appreciate it,
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i used a different strategy for the old 39 (the new 30) and its sort of easy but level 29 is very very hard (the old 28)
ok thx, I will keep the current order and see what people will come up with. The levels feel always easy if you know how to beat them, because the AI behaves in a certain way. There is no randomness in the AI at all to be able to find a strategy against it.
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Doesn't seem right that attacking a weaker node so often results in the weaker node taking over the stronger node. When I use a node with 5 to attack a node with 0, I should capture the node with zero, not lose the node with 5.
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Also, I don't know if you wan't this but you can interact before the tutorial and then just wait after you click the second arrow, so your people fill up but the ai doesn't start moving and you can just wait.
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What would be very interesting, would be a mode where you can make custom games/maps, allowing you to let bots fight eachother/try out strategies, things like those. For the rest, awesome, 4/5 for you :3
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My first run with this game didn't get saved. I started over and now it's saving correctly. Using FF btw. Loving this game.
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I think the issue players are having with level 2 is the tutorial. Sometimes you can't advance past certain tutorial dialogues unless you hit the 'skip tutorial' button. That button isn't very obvious, so it's easy to see how people would miss it.
Other recommendation is to consider a level beaten when all AI opponents are defeated, instead of needing to conquer all the blank components on the board. Having to play that kind of moping-up action isn't particularly exciting.
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Seems it is because I was too quick for the tutorial and started capturing one of the other nodes before it could start. Might want to look into this.
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First and foremost, I am not a fan of the NanoWar type games, so when I saw one of the top comments compare it to nano war, I was not quite inspired to play this. However, it was quite good when i sat down and played it for a couple hours. It kept me entertained, and that's saying something, for a guy who was never impressed by this genre. 5/5!
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The 1.04 upgrade is bugged. If one connection to a node is full, the node wont give power to any nodes, rather than just the node that's full. http://i.imgur.com/Dh1kD.png
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How about a shop at the end of the level, to but things such as...
Coprosesser- increses attackers' speed by x
Malware- increses attack by x
Scripting- chips create units x times faster
or abilities that you can use during a level like:
lag: reduce enemy unit production by half for x amount of time
firewall: all owned chips get a shield of x strength
but using the above will require a form of money and/or energy, say $1 for every unit killed and $1000 for completing a level... or something
Thanks! Its not an easy task to design upgrades for a game like that. Anyway I will definitely take a closer look at your ideas and try some stuff for the next version.
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Now I am just putting ideas in the air, I love this game already but if you make another wouldn't it be cool if it was also a multiplayer, or if you could custom make your own maps and then play them yourself or with other people. + so the developer can see.