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Hmm... Nice, it's a good game for resource management, I'd like to see other works from you... have any games in production? (Or that you've thought up?)
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very nice but too easy...
lsat level u just need a line of those eletric towers (not light ones) and the creeps will not pass trough
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TheSkeeve:
The zombies are probably huge because of pollution. If you keep pollution levels down, a decent amount of defenses should be able to take care of them, no matter how many there are.
That's the main challenge in the game - building enough defenses, without running out of resources for ammo, without polluting so much that the zombies get humongous.
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THe one problem I have is that your guns/turrents/teslas can't be upgraded, and the high end zombies don't die from your weak little weapons.
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i love it best game on kong at the moment for but if you could put words into my ears it would be the best game forever
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GMann123:
They're machine guns, they are inherently inefficient. That's the way they are in real life: they take a long time to spin down even after the dudes are dead :)
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omg what are the odds!! i play the original (which i have never heard of before) and the next day a revamped version shows up!! woah its like im psychic or something.
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Absolutely brilliant. Very well done. I've got my fingers crossed for a sequel. Possibly the best Flash game I've played, and definitely the best Flash RTS.
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A vast improvement over the original, in my opinion. Recycling centers might even be a little _too_ good -- since upgrades carry over in story mode, you can run upwards of a dozen trucks _and_ "more than enough" power plants off of a single 3-star Recycling Plant, especially given how much "organic" stuff is in the trash left by zombies. Just disable/don't build flamethrowers unless and until things start looking desperate, and you'll be golden!
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I've found two problems. The first one's not a big deal. Some of the Maz(mutant alian zombies) bandits show up half their & half not. The other problem makes it hard to play night parts. It lags. Their both probably my computer/internet connection. 5/5 :)
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Parallelschism2:
The idea behind the time multiplier counting against you on a negative score, was that if you get a negative score, and you finished the level really fast, it was an encouragement to take your time. You only get rewarded for being fast if you get a positive score, so if you're doing poorly, it's actually better to go slower.
Of course, if this seems like really stupid logic, I could go in and change it so that the time multiplier is always 100% for a negative score. What does everyone else think?
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Hm, no matter what I do my pollution gets out of hand way too quickly. :/ Those researchers aren't doing their jobs! Hehe! I guess I'm just bad at this game.
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Haha! very nice improvement over the original! 5/5 I rated it 5 but O don't know why the score dropped from 4.13 down to 4.12