I had to browse the comments for information. Badge registers after you complete a level. Music is posted on his bandcamp. You can store units on the left side of the screen.
With all the variety of elements that make up the game, I should be having fun. The problem relies on the technical issues that continue to bombard me every turn I make. Errors like buildings refusing to level up, requirements not being meant after completion, and battles going out of sync. It is quite overwhelming.
Like the rest of the series, the game is fun. I just wish some of the technical issues were fixed. Things like getting stuck under a vehicle, elevator not coming down all the way, and unclear directions of how to continue were a common occurrences. My biggest problem I have is that the game freezes on the 15th level. I fear I may never see the ending.
I knew there was a reason why I bypassed the game that started it all. The original Protector is ruthless and unforgiving when it comes to skills, elements, upgrades, and even positioning. Everything comes to an exact science. It is definitely the type of game for anyone looking for a challenge.
Starting a game right before a broken patch is implemented does not bode well for first impressions. Despite not being able to gain any more cards, I was still able to ascend to Avatar status. That says a lot right there.
I agree with a lot of the comments before me. My excitement for playing this game started to die down the longer I played. High gold gap and the awful AI downplayed what seemed to be a nice game. Shift/Space for rolling, side-screen indicators for allies/bosses, or even being able to switch between characters would have improved the combat. Also, a bug obviously let me defeat the final boss even though he still had 50% health left. On the bright side, the attention to detail was really well done.
I am amused that most of the goals in the game revolve around being as reckless as can be. I think the hardest issue is being able to hit the exact number of barricades before anyone else and still make it past the finish line before the clock runs out. It also doesn't help that the upgrades actually cause more problems from what you started with initially. Overall, I'd say it is still a fun little game to play.
Considering the circumstances and its simplistic nature, the game is very well made. Few suggestions: save/load option within a station, auto refuel option doesn't work while equipping fuel tanks, and extended range/louder/volume control option for sound effects. Yes, multiple shield modules do stack. No, running out of fuel will not leave you stranded. No, resetting and destroying the same pirate officers will not get you the badge.
Learning all the game quirks may put a strain on newcomers. Took me awhile to figure out that running the clock to under a minute will net you bonus experience. Static amount of ammo is used before a mission regardless if you fire a shot. If you are willing to waste 50 fuel, you can obtain 25,000 experience just for crafting 50 lumps of wood. Overall good game despite its minor bugs.
If the game was running smoothly, it could be quite a memorable experience. The sluggish animation breaks the fun combat system and the hazy representation of some of the elements can irritate the progression in the game. Otherwise, the color wheel and special abilities give some flexible strategies to an overall good time.
Very awesome game. As a hunter when faced with a dragon, I run away. As a loyal companion, my dog charged full force. Words cannot describe how epic it was to see him take on a dragon all by himself. He didn't die once. I named him Bolt.
The game might be rough around the edges, but the variety of weapons and enemies to choose from made it a very fun game to play. As stated by many other people, it would have been better to be given an ability to upgrade and switch weapons at certain stopping points instead of whenever you die.
I thoroughly enjoyed the diversity of tactics displayed in this game. The humor was nice and the characters were very unique. Although the solo missions were funny itself, the amount of luck involved became too burdensome. I think the real stickler was not knowing what or how the overcharge system worked. I just thought it was warning me that I collected too much. Good job otherwise.
The game does a good job replicating the elements of a standard dungeon-crawler. However, the game lasted too long for the lack of variety in the game. The gear dependency allowed flexibility between classes but lacked conviction for presenting a strong combat system.
The way you gather materials from the various environments definitely made the game enjoyable. Researching recipes and upgrading your ship is much easier than its predecessor. If it wasn't for the wiki, I would have never understood where or how to get some of the materials. I only wish the teleportation node and the multiplayer aspect of the game came before unlocking everything. It would have made things less daunting.
The game's variety in weapons, tanks, maps, and matchmaking system are all top notch. Penalties for leaving a game and rewarding those who actually do damage are nice touches. However, the rampant imbalances in cheaters and levels hinders the fun of any joined match. It might have been better to battle against a mix bag of different AIs instead.
Despite all my efforts, ironically the best build was to let the enemy kill me. Use Kamikaze/Parting Gift, Portal Growth/Siege Engine, and a ton of peasants. Losing your forces quickly will force the enemy's portal to fail.