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  #51  
Old 05-12-2014, 07:30 AM
devilmouse devilmouse is offline
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Join Date: Sep 2009
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Quote:
Originally Posted by Best75 View Post
So to level up our units we need to let the unit we want to level up take up other units
Do higher level units give more exp to the unit I want to level up?
Yup-- higher level units give more XP as do rarer units.

Quote:
Originally Posted by KeKhan View Post
How do the two factions compare? Is the playsyle very different ?
Very different. We sort of ended up making two different games (whoops). The humans play like a more traditional tower defense game, while the zombies are closer to a reverse TD but with 100s of units flooding the "lanes" instead of just a handful.
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  #52  
Old 05-12-2014, 08:34 AM
KeKhan KeKhan is offline
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Join Date: May 2012
Posts: 144
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I can't decide which side to choose!
Can anyone weigh in on the fun-factor / uniqueness of either side and help me to pick one?
Haven't started playing yet
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  #53  
Old 05-12-2014, 01:59 PM
sjsivak sjsivak is offline
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iPad (4th Gen), iOS 7.x
 
Join Date: Aug 2013
Location: Cambridge, MA
Posts: 46
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Quote:
Originally Posted by KeKhan View Post
I can't decide which side to choose!
Can anyone weigh in on the fun-factor / uniqueness of either side and help me to pick one?
Haven't started playing yet
If you like tower defense you will probably like Survivors. The Infected play a bit more unique style that is sort of reverse tower defense, like Anomaly a bit. I personally like Survivors more but Infected has continued to get better as we iterate on the map content.

This video shows the gameplay pretty well.
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  #54  
Old 05-14-2014, 02:38 AM
Best75 Best75 is online now
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How do guild raid events work?
I had one in Los Angeles but it seems I was the only one who did it
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  #55  
Old 05-14-2014, 05:09 AM
Ayjona Ayjona is offline
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iPhone 5s, iOS 7.x
 
Join Date: Sep 2009
Location: Sweden
Posts: 2,540
Default Game Impressions

I've been testing this since the early days of alpha, and these are exactly the kind of developers you want behind a freemium product that is intended to be played socially, through grind and for progression, and over the course of long time. The devs are communicative, receptive and responsive, and fully intend to find a line where free and paying players alike can have fun.

There are timers (though no absolute paywalls), but so far, they have not bothered me. A player who wants to spend hours with the game might be bothered by them, though. But again, that might be just the required balance between player access to content, and developer profit. (And I really, really want to see what Proletariat can do with well-filled coffers.)

The game itself is actually a bit simplistic for my taste (a full RTS/realtime squad combat game with similar social and global mechanics would have been more to my liking), but it IS exceptionally polished. Visual design is reeeally attractive, with stylistic graphics and detailed maps, the UI is smooth and accessible, the globe interface is immersive and pretty, sound is at least passable, the game has been stable even in alpha, and the game flows great on newer devices.

What the game lacks in strategic depth in combat (mostly, human faction players just places and rearrange units, tower defense style), it might also make up for with unit collection and evolution. I imagine that once the more advanced units starts filling up our roosters, there will be quite a lot of finesse to unit placement and combinations.

Also, with recent and upcoming updates, the player is gradually given more manual control over units, and the patch in testing has already done quite a bit for my enjoyment of the game. I would not be surprised to see Proletariat gradually add content and features that give players finer control over combat, and that add further interactivity to the experience.

Targeting priorities prior to engagements, as suggested by McGuffin, is a great idea, and would expand the scope of strategy further.

So, in closing, what is already there is great, and I have high hopes that the devs will continue to add stuff that will make the game more appealing, both to players who find World Zombination's current gameplay form perfect, and for hardcore strategy/tactics enthusiast such as me (though never enough to satisfy us, but we're insatiable in that way ).
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  #56  
Old 05-14-2014, 05:53 AM
Best75 Best75 is online now
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Posts: 312
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I am getting a ton of lag after placing a couple of units in one of my games that I had to exit.
Did that level a 2nd time and the same thing happened
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  #57  
Old 05-23-2014, 05:57 AM
Best75 Best75 is online now
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The chat in this game is broken since I can only see recent message when I post a message
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  #58  
Old 07-03-2014, 08:18 AM
sjsivak sjsivak is offline
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iPad (4th Gen), iOS 7.x
 
Join Date: Aug 2013
Location: Cambridge, MA
Posts: 46
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We have done some major improvements to the game and performance should be much better. If anyone is interested in getting an early look and not in Australia you can send me a message.
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  #59  
Old 07-03-2014, 11:34 PM
Best75 Best75 is online now
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I am still getting crashes
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