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Would be nice if mousing over a unit type gave a little description of what the unit does. Some more unit variety would be nice as well, since there are really only 3 kinds of fighting units. All around fun game though. 4/5
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There seems to be a bug, several times now I have waited for the level to end when it didn't. No enemies appeared but the level doesn't end. Happened 3 times now and I am sick of it.
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I agree with Monstropedia
information about zombie description and also OUR units description and information
So we can place our units more strategically
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Improvements: 1) We NEED a way to compare units, such as stats for range & strength, plus extra strengths/weaknesses (like STRONG vs Werewolf), and need to be able to look these up at any time (in tooltips, or access through the pause menu). 2) The red progress meters on buildings should not remain full just because one unit is available, I see the number saying how many I have, I want to see progress towards the next unit. 3) Needs some sort of payback (extra sould points?) for RETREATing a unit. If I want to replace one, I usually wait til they die.
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it gets super laggy, try adding an option to turn off/down some effects? like the rain. Otherwise a great game, btw don't build your depot all the way on the left, put it in the middle so as you move to more advanced building they don't walk as far.
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you need:
-better unit introduction
-a cancel building button
-change hotkeys: (1-9 for "powers" q-u for #1. units a-h for #2 units)
-lol #2
-replace "medium" with "3 squares"
-a way to select ALL workers
-mute music button (not all sound)
-achievements would be nice
-pause button (untill the UI works more efficient)
-perspective (thigs get bigger as they are further away??)
the difficulty is fair, only hard part was the "jason stage" untill i puzzeled the right unit to pick, then it was easy. (see: unit introduction)
fun game
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The opening tutorials need a lot of work. If you're going to insist on using a font that you need to squint to read, at least pause the first incoming wave so that people can figure out what they're supposed to do in the UI before the stage has already begun.
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Scratch my previous comment. I've been on the last battle for an hour. Whatever fun the rest of the game had is null and void after sitting for an hour-long grindfest just because the devil needed to have eight billion hit points.
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EASY WAY TO KILL THE DEVIL = Once you have acuired a decent defence, put two rows of snipers on your far back squares away from the frontline, then when the devil appears on one of the rows, use the power up ability on your snipers that are on the same row, wait for them to shoot then bam :3
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Game is enjoyable, but very easy even on difficult setting. The last levels are way too long. I have the levels beat half way through, then still have to wait for the rest of the waves to come.
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Eh, I'll agree that it's challenging, but not necessarily in the good way. You don't advance by playing with skill loadouts (of which there are none) or build trees (of which there's only really one, and labour distribution is pretty much consistently dictated by the monster spawn and not the player). Instead you advance by memorizing a static spawn pattern. And that's it. Neat concept, but way too limited. It's seems this was rushed to make Halloween.
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tactics:
1.place line of knife(2 squares form left)
2.place 2 lines of pistols(behind knives)
3.place line of wire(in front of knives)
4.replace knives with shotguns
5.replace 1 line of pistols with machingunners
6.replace second line with snipers
7.add more wires
8.PROFIT
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I don't know if this is an issue with the game or not, but I think I reached the end of level 2, but one of the girls was attacked, so instead of the level ending after all the monsters are done attacking it seems to just keep waiting. I'm building up enough people to fill the board with guys, but no monsters are coming out.
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Here is a list of units as they are unlocked
SHELTERS:
???
-range: ?short?
-attack: ?low?
-HP: ?medium?
Mercenary
-range: medium
-attack: low
-HP: low
Ability: increased damage against werewolves
ARMORY:
mines, barbed wire
BARRACKS:
Marine
-range: long
-attack: low
-HP: low
Ability: increased damage against heavy
Pulverizer
-range: short
-attack: high
-HP: high
Ability: multi target - Can hit multiple enemies with a single shot
HEAD QUARTERS:
Siege Breaker
-range: ?short?
-attack: ?low?
-HP: ?medium?
Ability: Push back - Instead of escaping he will push the enemy until reaches his location
TRAINING GROUNDS:
Terminator
-range: medium
-attack: high
-HP: medium
Elite Sniper
-range: medium
-attack: high
-HP: medium
Ability: Piercing shot - Hits multiple targets
HOSPITAL:
Medic
-range: short
-attack: no
-HP: low
Ability: Cure - Heals all the units around him
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Townsman" I'm gonna run towards that section of road with all my anger and determination" *Wolf beats him there* "Now Im gonna run away with all my anger a determination away from that section of road"
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Would be good to have a semi-pause button to arrange buildings and issue orders. It's KINDA hard to do it when enemies are busy zerg-rushing you from the first 10 seconds.
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Game is awesome, but it is kinda easy with a simple, constant strategy. Also there should be permament upgrades i think.
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So about three fourths of the way through the game I find out that you can actually place the depot in the middle rather than in the first spot, making the supply lines considerably shorter. Probably should have mentioned that in the tutorial :P
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How the Hell do you pass the second last level "who's this guy?". It's near impossible. Any tips from those who've completed it?
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I'm sorry if I missed it, but what exactly do the 'civilians' do other than force you to place units in front of them? Seriously, all they seem to be there for is 'added challenge' so that you're forced to place units further out/behind than you normally would. If they were beneficial, like they added to your souls or sped up unit production once they were fully healed, then I could see a purpose for them. But, no, all they do is lose you a point of health if they die. That's all. Which makes them even more useless, and in fact detrimental even.
The only thing that keeps me from wanting them simply removed is the fact that the enemy ALWAYS comes from the same route. Perhaps remove civilians but randomize enemy spawn location?
ALSO: Okay, I get it, I shouldn't be able to just move my people up whenever I feel like it, but why does it cost 80 souls to move? Perhaps 60 instead? Or am I the only one that thinks this?
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Great "plants vs zombies" alike game. If you give 5/5 to this, be sure to play PVZ, very similar with more levels, more zombies, more defensive tactis and even more fun.
Hint for jason: Use only the first units, but a lot.
Hint for last boss: Be patient, try to go asap for the last upgrade, then nuke or use the minigun units until he´s done. Don´t use heal to have mana for air assault, just keep putting more units in front of the devil.
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ok whats going on i sit here for 20 min and all i get is a black screen i use firefox and it doesnt tell me anything either help plz sound like an awesome game