Lots of fun, but lots of space for improvement.
First of all - I love these kind of games. Number crunching, crafting, juggling tasks, I've always liked it. So this game hit the nail for me. However, there are a few points that I'd like to point out in hopes that you will read them and perhaps correct/better them in the next version.
- Perhaps I've missed it, but I've seen no relation between a "monster class" and the "monster level" except that a higher class means a higher level monster. Now when you go and 'hunt', you basically have to learn approximately what level of a monster you should be expecting. I think it would be easier to say that you can expect monsters levels 40-60 (for example), instead of a class.
- Crafting, as others have pointed out, is quite hardcore. While very interesting that you have added so many blueprints and components (again, I love that), the fact that some of the higher level things have some 10 per-cent chance of success is a bit ridiculous. Which brings me to my next, very important point - experience for your agents. I was truly expecting them to gain experience (and thus stats and consequently chance of success) after every successful craft/fusion/etc.
- The fact that agents die in mines is quite annoying and a nuisance. I'm not sure it's really necessary as replacing them simply means buying more and assigning them to the mines. The problem is you never get told that they have died. And, honestly, the low amount of agents you can have is quite enough of a handicap.
- How many times have I pulled my hair out when an enemy monster had gotten 3 or even four hits off before my monster would get its turn. What the hell happened? Did the enemy monster have so much more agility that it was so much faster? Did my monster fall asleep? Did I pump it too full of radiation it stood there with its brain dead? What I'm trying to say is - give us some information about what is happening on every combat turn.
- Inventory - it's nicely done and the graphics are very likeable. But... PLEASE, make it a little more user-friendly. Buying stacks of 15 is fine, since you simply hold control. But buying only, for example, 10 is complete madness. You have to click, hold, drag, release RIGHT on another icon (otherwise it doesn't seem to work) to buy the item and then repeat it nine more times. NOT fun. Please include some kind of a double-system. Click and drag means buy one. Click on the item only means a window should pop-up asking how many you want to buy/move.
- While I'm on this inventory note, let me go back to crafting a little bit. When I want to craft 20 mutapellets, I buy the ingredients (or get them from the mines) and then what? I have to click craft, then wait for the window to come down, click okay, then repeat the process 19 times. If there was no window, fine. I could click 20 times in quick succession. Ultimately, the craft button should pop-up a window asking you how many you want to make.
- Last, but not least, fusion of two monsters. It's all fine and good, but when you fail to fuse them, your monster loses a TON of levels. Seriously, that's a bit too hardcore, even for me. It needs to be really toned down or have the agents gain experience and be better at their work (see above).
I *think* that's about all of the complaints I have. Having more monster variety would be nice, but it's not that necessary, really. What I did miss the most, perhaps, was that my monster never really visually mutated. Implants, fine. But the actual process of mutation did nothing.
So, that's it. Great concept, very well executed, but the game needs a lot of polish. Don't give up on it, I'd love to play a more polished version!
Intriguing and fun!
I was very pleasantly surprised with this game. A huge amount of effort was clearly put into it being biologically accurate, yet not flood those of us that are not biologists by profession with excess scientific information. I was always fascinted by how our bodies and, indeed cells, work on a microscopic level, so this was a great educational platform you've chosen to create the game on.
I haven't encountered any bugs within the game and have to admit, it got pretty challenging with the larger virus waves. It was great to see just how many different viruses there are and how (our) cells have to fight them off with different, ingenious, fantastic means.
I usually dislike educational games, since they prefer to overcomplicate things and not put in much effort in the 'game' department. However, in this game, I feel the balance is just perfect.
Great job! There should be more games around like this to educate children and adults alike through fun means. I can certainly say I've learned quite a bit about cells within the hour of playing this.
Keep it up!
Great potential but lacking in variety.
I gave this game a 4/5 and 7/10. This does not mean I think it's bad, far from it. At first glance, it must have taken a great deal of effort to painfully create all the obstacles for the zombies and civilians, the bushes that obscured the view and so on. Great kudos on that, I'm not sure I'd have the patience for something like that.
The concept, while very cliche and old, is interesting because you've used google maps for this. I wasn't sure how you'd pull it off, but it actually works surprisingly well and adds a nice feeling of realism because of how the city looks like. I also really like the little details you've put in like srpay paints on rooftops, cars blocking roads and so on, although I have to admit, it's sometimes difficult to know what will block the police's view and what won't, making point to point movements a matter of not knowing where your units will walk through to get to. But fortunately, the pathfinding never failed, so kudos on that as well.
Perhaps my biggest two problems were that you couldn't select units with the buttons 1, 2 and 3, which might seem like a minor thing, but it would also feel far more natural and easy. Also, clicking on a unit badge should select the squad. I found myself clicking on a badge and issuing orders, forgetting that I should've selected them first.
As for the other major complaint, there isn't enough variety in the game. I liked the rescue mission when it popped up, but the time limit on the second one was too short and it felt like you've cut the game short, whereas it had much more potential.
What I'd really like to see is the game playing out much more slowly. I don't mean having the units move more slowly, but the outbreak not being something trivial at one moment and suddenly having the whole map full of red dots, just to artificially move the difficulty up.
Also - it'd be great to have upgrades avaliable for your units. I agree that getting new weapons and buying upgrades might seem foolish and stupid in a time of crisis like this, but perhaps you could merge it into finding (illegal) weapons in homes and the like. Perhaps have some cars driving about or having drivable cars. But I'm going off on a tangent here, now.
Otherwise, the game was technically excellent. I really hope you'll build on this!
Thanks MetalCanyon for your thoughtful review and suggestions. We really appreciate your time and will be working to improve and build on the game in the future. Thanks for the high scores everyone.
Hilarious and addicting!
This was really, really good! While the enemies were quite small, they were still detailed, smoothly animated (and I love the retro pixel style). Sound effects were crispy and very satisfying (especially the heli, tank explosions).
The whole concept of a simple farmer and his sheep being under attack by such a ragtag group of attackers is hilarious, so kudos there! As well as the whole idea of that same farmer having an orbital strike sattellite, a huge rocket launcher and the lot.
The only two complaints I have about this game is perhaps that it's too easy. While the first couple of levels rely on you shooting accurately, since you have no other weapon or backup, the latter levels are mostly a slaughterfest, with the exception of those... er... enemies with.. tails? Those are quite hard to kill, even with all upgrades. Still, it was a bit too easy.
The other complaint goes hand in hand with the first one - it's too easy, meaning money's too easy to come by, so you can get all upgrades quite early on, which leaves you with a pile of money without anything to spend it on. More upgrades and weapons would be a nice addition. However, I'd be happy to have all this in a sequel.
All in all, an amazingly addicting and fun game with wonderfully smoothly animated pixel graphics and hilarious concept! I loved it!
Crispy graphics and sound! And gameplay to boot!
Not original, yet very fun.
This was a very fun game to play. The pixel graphics look cool (I don't mind retro style games) and the sound effects/music added nicely to the overall feel. Sandbox mode would be great (can't wait for the World Domination edition) as would be some kind of a story line or more variety in landscapes (like starting in an underground laboratory, proceeding to the rural landscape, then to the cities, buildings, etc.) as well as more variety in people.
There's only one reason I'm not giving this game a 10 in the review (although I thought it deserved a vote of 5, because it's quite entertaining) and that is I feel the action is far too fast. Collecting money at that pace doesn't bother me (although I'd wish the collecting were gone altogether, it just doesn't really seem necessary), it's that I'm too busy collecting coins instead of watching my helpless victims get slaughtered and turned into abominations. :)
This was an excellent little game. Eventhough I might be a bit biased, since the setting is post-apocalyptic, for which I'm a bit of a sucker for, everything from the simple yet clean graphics to the extremely crispy sound effects added to the whole picture.
The final package is so simple, yet so amazing. It gave me the feeling of actually being there, thanks to those superbly recorded/processed effects (yes, I'm praising them again).
The animation is lovely smooth, which I think is a big plus for flash games (and games in general, really).
The only complaints I'd have is what has been mentioned before. The game is a tad too short (albeit packed with atmosphere and a pinch of humour) and that certain screens tend to be "memorise-until-you-die(live)" (I'm especially thinking of the growing ice one, where you have to stand on a particular spot to get lifted up).
However, having said that, I still think this game deserves a score of 10 here and a vote of 5. Again: LOVE the atmosphere.
I have to admit I haven't played Bunny Invasion 1, only Bunny Invasion 2 and the Easter one. But regarding the latter two, they're awesome entertainment.
The graphics in both of the games are amazingly simple (kind of like a warped child would draw) but for some reason, they work great and really add to the feel of the whole game. I absolutely love the detail put into the isometric environment of the bar/motel and the characters with their drawing style just fit right in.
The humour in this game is on a whole another level. It's completely absurd, ridiculous and mad. And I LOVE IT! I don't think I've actually laughed out loud with any of the previous games, but the comments of Mr. Frost (who is a complete badarse, by the way) while shooting bunnies are priceless. As is the script and the whole premise of bunnies going berserk.
The bunny types are very imaginative. The attention to detail when you damage them is also excellent! Those details, along with the really crispy sounds of weapons and bullets hitting the bunnies make for an extremely satisfying feel when you kill them, which makes you hunger for more and more.
The interface, menus and the extras are also very well done.
Right, I've already written way too much, but... I so hope you'll make Bunny Invasion 3, because I absolutely can't wait to play it! What else can I say? DIE, BUNNIES, DIE!!!
What can I say except excellent work? The game's style was very cute and quite pleasing to the eye. Eventhough most of the attackers were small on the screen, there was no problem discerning one type from another. The progress through various stages of their civilisation's development was a great and interesting touch and went hand-in-hand with the evolution of Gobtron (if you didn't repeat the same level over and over and over to get points).
The upgrade and weapon system was so simple, yet so powerful and, most of all, intuitive, not to mention it was funny seeing a large snot pick up dozens of helpless attackers. :)
The music was great (especially the sci-fi levels), although some tracks tend to grate after a while. The sound effects were great and added to the overall feel that the Gobtron really did make a loud burp/throw snot, etc.
The only minus I'd give (but I feel it shouldn't reduce the score I'm giving) is that the mouse motions for the snot get tedious in later levels, where constant 'snotting' is needed.
All in all however, I can't wait to see what else you will make! Great work and keep it up!
I have double standards about achievements. On one hand, I love them. They give me a sense of a goal and a stupid feeling of... well... achieving something! :p And on the other hand, lots of achievements in many games make my head hurt and I think to myself, why, just why.
This is some excellent comedy value, though. And it's actually remarkably fun to try and get as many deaths as fast as possible in this game. All in all, great entertainment value and some of the achievements really made me laugh. Keep it up! :D
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