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I was ready to give the game a 5 out of 5, but then found out that the AI actually have faster spawn rates then you, which disappointed me.
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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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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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Its worth noting that connecting in multiple paths to the same place really speeds up power flow. If you have a level 3 of something, its better to connect it more then once if possible, to maximize output
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Reminded me a lot of tentacle wars, but is still unique and awesome! I loved it, but it got kind of boring later on without a lot of variation, but still 5/5!!
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Good game. I thought most of it was too easy on hard mode... just making tons of connections real fast and attacking from multiple sides worked most of the time. Only one that gave me much trouble was 30 on hard... it's a good challenge. You really have to keep the side hubs under control. Also, the high score tab doesn't have a drop down to select hard mode.
You are one of the first stating that the game is too easy :). Its really hard to match all needs here. But I have learned that an easy mode is needed and that hard mode can be a bit more challenging. Thanks for the feedback!!
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Are the other colors and me playing with the same rules? Just watched a single enemy CPU shrug off the attack of a hub being fed by a CPU(additional hub in the center) and a GPU and then counterattack up the chain, taking each one in turn. All were the same level.
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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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Fun game, except for the uneven distribution and power levels in the later levels. For example, in the last level, you have a level 3 RAM and so does the other guy. Yours regenerates at a crawlingly slow speed, while the other guy's zips along as it says it's supposed to. I don't mind a challenge, but don't mislabel things. That can take it from challenging to frustrating because it makes it hard to appropriately strategize and also leads to that irrational feeling that the AI is "cheating". Still a 4/5, the above is a hardly a game killer!!
The AI is quite dumb and can be tricked easy, if you know how it is reacting. That's why it has more power and stronger nodes. Obviously normal mode is too challenging, that is why I will introduce an easy mode in the sequel.
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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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about frankm1's bug, I think it happened to me as well. On level 2 created a connection from my cpu to another one, but when it was time to upgrade it, I did and the tutorial message didn't change so I was stuck.
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I noticed that if a node is connected to at least 2 nodes, and one of them is full, then the flow stops for both and not just for the full one. I don't know if it was meant to be like that, if not, I hope it helps.
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What Brad789 said - looked like a clone of other games at first, but I like the added touches. I can't tell, but it does seem like the nodes get confused and don't sent attacks when they should? 4/5 because it appears to need some polish still, but a great game. Thanks for putting it up!
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Great game, one of the best of this type. There is a small bug that freezes the game if you start playing without doing the tutorial.
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cool game! Just encountered a frustrating problem on level 6. Even though my nodes were fully populated they would not attack on the drawn path. My FULL node just sat there getting attacked and doing nothing about it?
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I dislike the way you have to own all nodes to win, and the way when you capture something it starts off with 5 charge. If you own all productive nodes and the enemy has no charge in any of his, the game is as good as won, and the free 5 charge gives the advantage to the human player, who appears to be able to click faster than the AI.
4/5
Thanks for the feedback. In one of the next versions I will change the winning behaviour. The 5 power add rule after winning a node, is a solution to fix permanent owner changes, when fighting over a node. I haven't found a better solution yet, but I am open to good ideas! :)
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sorry but i have to say something. when i want to upgrade, it wont do it right, and when i trying to connect a node, it starts upgrading as soon as i push it.
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Amazing game. I've also played probably all the games with the same mechanic, however this one also has an upgrade system, 8-bit sounds, and a high difficulty (that's a + for me) especially at the last level. 5/5 no doubt
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Props to the Dev for fixing the visible path of transfer :)
Is there any info on how the diff units produce energy? Some levels seems harder if you spend energy to upgrade to lv 2 chips.
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ı lose all my progress, FIX THAT!!!, y selected contınuos and ı have to star for 0, ı have even subımıted hıgscores, thıs gamer have a lot of bugs!!
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Can't beat level 12, can't skip levels, so it's game over. :( You really should be able to skip levels or even better -select whatever level you want to play.
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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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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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Games of this type are common, and all similar. But this is far the best, and i didnt get bored till the end!! Also really glad you have replyed to a fair few of comments, good job
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Great game! Plus your very active and always taking suggestions, I look forward to a sequel and other awesome games from you.
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dont know if ne1 else is having this problem, i cant get past the 1st lvl, it says i've completed it, but the next lvl button is grayed out also seems to b causing lag spikes in my browser
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Excellent start. Definitely room to expand on the concept. I love the theme you went with as well! The only part I didn't like was not being notified when a CPU, GPU or RAM was taken. I also didn't like how when it was" tied" on a piece, it would flash between the owners, removing any connections you made. These two things led to a few mishaps that could've otherwise been avoided.
Perhaps to fix the "tying", make the threshold for actually conquering a piece a higher rate than the rate the piece can attack at. That way, if an AI (or player) wanted to conquer a piece, they actually have to beat it, instead of just match it.
Very helpful feedback. Not cutting all connections after conquering a node leads to several problems, this is why i decided to do it. I will experiment with it in next versions. I agree that conquering a node is too easy sometimes and thats why it changes back and forth. The user feedback when loosing nodes is not enough, but thats caused due to fast owner changes. Anyway you brought up really good points. Thx!!
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5/5, great idea implementation.
Howver, there seems to be a problem with the speed button. Sometimes, when I overuse SPACE, it seems to toggle its function(when I stop pressing SPACE it goes turbo and while I'm pressing it, it goes normal)
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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.