The end of a level is pretty obvious. Also, if the end goal of a particular mission is to "defend a room," the zombie wave should come to an end eventually. Sometimes, however, the goal is to reach a particular point (an elevator, a lab) and you will have to choose between using resources to kill zombies or just making your way to the objective.
To increase the skill value, you should tap the skill first and then press the "+" button near its description. You can do this only between levels.
You are welcome. For a more personal view, I'd say it's great and the friendly fire system plus spread fire system are quite interesting. The story is more a standard clone but the mood is setup very well, there's a nice tension and it's very interesting to follow. It's like playing a mix of Doom, Alien Shooter (or Zombie Shooter or Alien Breed Remake), and Resident Evil, perhaps even more the movie than the game. And all of that with a small soldiers team and a good TB system, and the TB gameplay is very well setup. The only little point not that good I see is more diversified enemies would be better. But when you dig all the tactics depth, then there's quite enough to appreciate the subtle diversity coming from places, mixes of monsters, and waves. Another missing point is perhaps a difficulty level for the replay, but for the play for me it's a nice difficulty level currently. . For now it's the only level like that I have seen.
Just finished the subject holding-cell sequence and it was freaking intense -- two of my characters got within a hair's-breath of getting killed and it was only some unusual maneuvering and a bit of luck that saved my behind. (Don't want to spoil anything by saying more about it.) I'm struck by how cinematic the whole thing is. I don't mean that it's non-interactive, but rather how much the pacing is structured like a horror/thriller film. The use of music and camera angles in the enemy turns adds a lot to the tension, and even though the story and characters are pretty generic, you can't (well, at least I can't) help but get seriously involved with the action. I'm assuming that TA's general weariness with the zombie genre is keeping the game off the front page. That's damn unfortunate: this is one my favorite games of the year (so far) and definitely up there in my all-time iOS list.
Thanks squarezero! Its my personal favorite part of the game too. That fight (dont want to spoil anything) is the one I've played the most. There are several strategies to it I've discovered - heads on will usually get you killed or almost killed. He he. For TA and front page - we've tried to poke the guys but never heard back. So either they hate zombies or something else doesnt pique their interest. I would love them to just try it and see that its really a good game! Back to making campaign 2 - hopefully just as exciting as campaign 1. Will for certain be slightly different (mostly outside), and give another piece of the story puzzle to you. Keep the feedback flowing - good or bad - we would love to hear about it! Definitely will support this game for a long time ahead. /Thomas
It's comments like this that are making it hard for me to resist buying this game. Not because of zombies, price, or anything... The game looks really cool! I just don't have the time, but I think I will be making some time in the near future...
So... This game has been on my wish list since day 1. Finally got some money, but not much. Should I buy it?
Well, if you like turn-based tactics games, definitely. As I said in an earlier comment, the game plays like Resident Evil Tactics (a game that doesn't exist, mind you); if that sounds like a good idea to you, then by all means. The graphics, music, animation and overall polish are on-par with what you would expect to get from a portable gaming platform, and the controls make good use of the touch interface. As has been mentioned on this threads, a few aspects could use some tweaking, but with a developer as involved as this one has, you basically have the complete package here.
tnx guys for ur update and Support iOS 4.1 and yep purchased and downloading now: i have many purchased cydia apps with heavy theme and slow PC USB (1.5) and a bit lazy anyway tnx again ;p
I'm grateful for the update... I updated my iOS to 4.3.1 specifically for this game giving up the benfits of jailbreaking so it's a relief to see if compatible for older iOS versions. Also multitasking is a must. ...now to make time to play it more.
Woh, I finished it. It was all over a bit quickly, but there was an indication of more campaigns to come. Will we see some more outdoor locations in further mission packs?
The game has something very special, it isn't perfect, but has plenty good points and a magical touch. I think I'll remember it more than most games. I haven't finished it and except a fairly good replay value by experimenting different build. But I'm already expecting a follow up.
Awesome front page review! Glad that the good folks at TA managed to look past the tired zombie theme and actually give the game the coverage it deserves. This is one instance that I'm glad to be proven wrong.
We are preparing the second update here in our end. Plan is to submit it end of week (+ Apples review delay). Fixed already: - responsiveness. We removed all lag from selecting a character - dont show credits after tutorial (some guy in Belgium thought the game was over and posted that in his review on iTunes....) Potential fixes and improvements: - reduce camera speed especially on iPhone 4 (possibly adding slider to options for sensitivity) - check random roll mechanism for flaws (got some reports of it sometimes missing more than it should) - fix equipping weapons/items reloading - maaaaybe add manual reload by double tapping weapons icon - fix comm room door not glowing - auto rotate the loading splash screen missing Has anyone found any other nagging issues or logical flaws? Then now is a veeeery good time to come forward :-D /Thomas