Please no persistent upgrade system or add in a completely new mode for that. Im currently one of the higher ranking players on hard mode, and I think what we all actually need are the following: 1. First fix the spiders assassin's cut please. It often make me stuck in the wall. (buy ant teleport or hole to get out) both adventure mode and colosseum. 2. A targeting system for the base cannons (individual). It sometime happens that the base is heavily under siege, you have few food left but are holding it. then a caterpillar has spawned... pwned. So firstly I would like to know how do the cannons decide which enemy to shoot? Secondly is it possible to implement a target system for each cannon like: a. focus on lowest/highest hp. b. focus on highest/lowest armor. c. focus on farthest/nearest enemy d. focus on bug eating food e.focus on enemy near hero 3. (mentioned in an earlier post) The ant's portable turret, blocking your way letting enemy through. Sometimes food spawn on it.. I think nicest would be to let it block enemies' movement as well. 4. Let us buy a fifth slot for the hero. or make it part of the level up system. 5. Add weapon encyclopedia, rate of fire, damage, range etc. 6. more scrolls pls. Some questions: In the insectopedia u can see the health, damage and speed of each bug. is 'very high' the same for each bug having very high? how much food is lost when a heavy damage bug attacks the base compared to a medium or low.. numbers would be nice to see. And can someone tell me on which lvl/rank each hero's armor is all unlocked (all are 10 now). Would be very cool to have a full view of the hero (spinning and all in the award section, just to check out the new piece of armor.) When gamecenter is implemented will the current achievements under awards be transferred or will there be new ones? thats all for now.. thanks add me on gamecenter kpdg88 Ken
I know what you mean, I'm going through the same thing now ( still havn't unlocked the yard map yet) when I first started playing I made it into the teens easily. Now like you said it's a struggle for me to make it past level 5. So I get frustrated & quit. Asking players on this thread for tips gets no reply. But like you I'll just keep trying.
Balance your base and hero upgrade. base focus on weak enemies upgrade hero in heavy damage or other way around. stay away from main weapon upgrade. push yourself in getting all the side quest.
Why not get the main weapon upgrade? It doubles damage and increases stun or assassinate for Beetle and Spider. I agree with everything else, though.
Ok - this is getting annoying. I get the "Bugs are eatingyour food" message, I'm at my stash, and all bugs I see are at a distance and being shot at. How close can the bugs be to eat the food? Can they slip under food so I can't see them? I posted about this before and it may be something I'm doing or not seeing, but it's really annoying to not know what is eating the food!!! I am on the playroom level and I had four turrets, including sniper gun and upgraded laser.
I think the cumulative/persistent mode is DEFINITELY a good idea ONLY if it is a separate mode like how Coliseum is. Of course to keep things fair there would either have to be a separate leader board as well or no leader board at all as it would distort the normal game's scores. As someone else mentioned, I think it would also be interesting to consider have checkpoints at certain stages, such as 5, 10, 15, 20, 25, etc... One other thing regarding the game...while the update has fixed the stability issues immensely, the controls are still unresponsive after you select the level ups or when changing characters.
My suggestion for a persistent mode a few pages back was rather simple, but did away with most issues of fairness, breaking the game's mechanics, etc: Playing the mode does not generate online high scores at all (since the Foursaken Media fellas do not want the leaderboards to reflect time played, only skill, which, I believe, is a good idea). Only unlocked equipment are available, and nothing is contributed to achievements, unlockables, armor pieces, etc (to avoid ruining the fun and skill required to obtain locked equipment and turrets). As for the actual progression, it need not necessarily be linear and simple. Perhaps the base always has to be rebuilt after each loss, but the heroes' stats and equipment stick. Or something more sophisticated and interesting, with a twist. Or several.
Control unresponsiveness - itmay be that the response time is ok but the touch area is smaller or different than the user expects. Changing heroes seems to require a tap on the picture rather than on or above the picture, for example.
Ok have to catch u a bit... let me know if I missed someone. 1. We'll look into getting stuck in the wall, thanks for letting us know. 2. Turrets have preferred targets based on their role. MG turrets do indeed target the least HP unit, while sniper turrets target the highest HP unit in range. 3. dynamic pathing for enemies actually creates a world of strain on the CPU... something like this would surprisingly add a lot of extra requirements. The only option we have here is to have your hero be able to walk through them as well. 5. i would love this actually, being a number junkie myself, but we ultimately decided that most players have an easier time understanding basic language like we have used (think: PvZ). Unfortunately any extra menu screens would require quite a bit of extra work. Perhaps if the demand is there I can compile a resource here with damages and cooldowns? @ Greg B -- look for the next update to remove minimum range from turrets so they can shoot any grubs which get too close and are hard to see. As it is now its either one of 2 things... a grub is eating your food from behind your stash (use beetle and swipe at your base a few times to clear it out), you were just hit by a butterfly, or a grub launcher is bombarding you from long range. There are notifications at the top which alert you when a caterpillar or grub launcher has spawned, so its important to keep an eye out there. As far as hero switching, we have to draw the line somewhere... in the tutorial we do show exactly where you have to tap to switch heroes... is the picture too small for you or something? @ fastbridge -- yaaaawn don't worry... when you least expect it your score will be uprooted. @ redribbon -- they are coming, but the game is barely a week old... heroes + entire ability sets are not something you can whip up in a day. @ Ayjona -- We are experimenting with a "practice mode" idea like this one where you can continue where you last died... @ WCFields -- What level and what round do you typically have problems with?
Thanyou so much for the response I am really enjoying the game z d it may just convert me to Hardcore status ;-) I progressed to unlock Yard so am making progress! Another thing I realized was that the hero upgrades are NOT listed in increasing cost order! I've been reading about teleport and assassination abilities, but not getting past level 6 most of the time I assumed these were out of reach. Hadn't scrolled belowRifle and Life Support for Ant to see that Teleport is half the cost of either of the other two, for example.
Finally got around to playing this, after months and months of waiting in anticipation! And all I can say is, great game! Love it! One question, if I exit the app in a middle of a game, will I lose my progress or can I continue it the next time I open the app?
It auto saves in between rounds (just in case) and also autosaves your exact location if you exit the game at any time Or if you're paranoid you can just pause the game and tap "exit" to manually save your progress whenever you want to close the app. @ Greg B -- The abilities are listed in a pseudo meaningful order. We did make it a point to add a blurb in the tutorial about making sure to browse all the abilities before making a purchase though...
Awesome! So when I open the game again it will automatically take me back to exactly where I last was?