Is there a way to reset? My first attempt, messing around with things (and taking the tutorial steps, which it forces you through if you don't skip the entire thing), I wasted most of my gems... So I tried a new one at MochiGames, but picked the sorceress instead of the archer I originally had -- she's powerful, but hits less than half the time (and that was at level 10 with all my techs between 5 and 10).
Wait until all items are in place before determining if there are no combos left; I had it clear twice saying there weren't any combos left when one was about to be once the gems were dropped. Other than that, it is OK, but adds nothing new to an overdone genre (but then, the basic shooter (not to mention others) has also been overdone, and people don't complain so much about that, so take from that what you will).
The computer player is fine for the general gameplay, but is weak in a few areas: it doesn't take its resources into account when trading (so if it has one iron and an iron resource, it will trade for one coal and then trade again back to iron). It will NEVER spend gold on ships, even if it the only way to advance or protect itself and it has a ton of gold and nothing else to spend it on. Once portal is level 5 or 6, it will usually opt for alchemy for gold rather than increasing portal level, even if it has plenty of gold and/or nothing to spend it on...
You could have different weapon types (which would have different strengths and attack patterns: e.g., morning star would swing a (relatively) slow arc around the character, allowing it to hit behind them; spear would quickly stab forward, with longer reach and a small pushback effect; etc. You could add damage type weaknesses to enemies (crush, slice, pierce) -- though every creature should be able to be killed by any weapon). No need to over-complicate it (I realize a lot would go in to just determining/refining the selection and information dissemination processes). An easier (but IMO less enticing) way to add to it would be to add a simple stat system for leveling up: let the player add points in to attack power, attack speed, resilience (HP regen/effects from food), life, defense.
Decent, but needs more. Right now, despite being randomly generated, it feels way too linear. Food is overly plentiful, so get rid of the HP reset -- it makes the food seem pointless (HP VERY slowly refilling would be OK, if there were more roaming monsters). I can attack a creature, even when it is behind me; the sword slash should damage when it collides with enemy objects, not the character.
So, to attack a town overrun by demons, we play tower defense, but to defend a town from attacking demons, we bow to the virtual dice?... Since spending resources helps (theoretically) defend, but I can still lose, I should have control of how many of which resources to spend (which would then adjust the probabilities accordingly). Better yet, scrap the virtual dice, make the tower defense for defending, and do an anti-TD for the attacking (or, failing that, some other "mini-game" for attacking).
Anyway, thanks for fixing the archer targeting issue. It is much better now.
How much the enemy builds up their forces seems to be affected by who you pick to play. As the knight, the computer players don't build up too much, but playing as the vampire they do (I've only played the two so far). Still, once you know the relative strengths of the unit types, this game is really easy. Needs difficulty levels or something (apart from the oft mentioned map scrolling). Also, the unit quantity tag in the battle screen gets hidden too easily (either off screen or behind other units), so their needs to be a way to see this, as well as see my own units' details (seeing enemy units details should be related to the spying skill, I think). It would be great if their could be some sort of campaign mode, possibly with different goals (ever see King's Bounty, an old game along similar lines?)...
Wow. I like this "game" almost as much as I like the "game" of drinking my tea or the "game" of reading a book. If some minor interaction is all that's required to consider something a "game", then most everything is.
In other words: NOT. A. GAME.
Decent simplistic strategy game. However, there are a few minor problems: There are many times when there is (what should be) a valid placement for boats, but it doesn't allow them to be placed there, for some reason (though the computer player can); sometimes after a battle where the losing side had attacked with a boat, placing a new unit on that territory also gives a free boat (and sometimes when boats are captured, they don't change colour until they're moved); help screen says that Armageddon spell costs 20 mana, but it really costs something like 32... There are a few other minor things. The game is playable even with these glitches, but I hope you'll fix them.
No need to upgrade speed (started really lagging at level 7, at which time it stopped responding until I died; until that point I could easily outmanoeuvre the enemies, which all travel at the same speed I do). Also, all enemies seem to have the same behaviour, making avoiding them and drawing them into my line of fire even easier. Some enemies should be faster and weaker, some slower and stronger. Ideally, some would shy away from the direction player is aiming or try to get in front of the direction the player is traveling. Variety with enemies is easier if you're going to have them fire, though that is not strictly necessary to make a good game. There is no reason NOT to fire, so you shouldn't make the player hold the mouse button down; either have auto-fire or use ammunition or at the least have a bonus of some kind for accuracy. Try to add something that sets it apart from other games in the same genre. Good start, though.
Ummm... This isn't Galaxians, it's Space Invaders with Galaxians-style graphics (except in Space Invaders, they would shift down when an invader reached the edge of the screen; here they do it after a pre-defined number of steps). Not a bad implementation, but I fail to see why you couldn't have added SOMEthing original.
I like this game, but the harder levels don't require more strategy, they require quite a bit of much luck. If you get a good city layout, you may not survive, but if you have a layout that isn't very good, the luck required jumps up drastically. I think this could be mitigated by decreasing the initial lack of food (-8 per turn).
I can understand why, for gameplay reasons, survivors can't stay in warehouses, etc., but motels? That is precisely what they are for. They are apartments without kitchens.
Morale could use some tweaking: clearing/claiming a square should increase morale by a bit, and possibly winning an onslaught without casualties. On the other hand, turns in which no progress is made should decrease morale by a bit. IMO, of course.
Would be nice if this had some kind of campaign mode; start in a small town, end in a large metropolis (or really, end in a military science complex where the hordes are being created or something).
what level are you playing on? They are toned down on easy. I will need to look into the trade stuff. But the cpu is meaner on hard.