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(+2)

Game was sort of boring until you get Prepper.
Cop was the only thing I could play for my first four or five Gachas.

Even if Preppers did 0 damage (like Sunflowers), I would probably try to be as greedy as possible with them and place as many as I can get away with until I reach 90+ supply and should switch to actual units, using Scouts/Parachute/whatever silver bullet unit is needed to stop a particular zombie like you normally would.

Didn't really see a big difference between using a column of Snipers, Artillery, Scientists, Infantry, or having a wall of Lifeguards at the frontlines (or somewhere miscellaneous if there are thrown/ambush zombies that lifeguards could protect against. Anyway, game is like PvZ but without cooldowns, and it's kind of fun to get your unstoppable setup within the first 30-50% of the mission.

Overall I'll give it a good rank -- game was fun once I got Prepper. Before then it was nearly unplayable (costs were about 2-3x too high for everything except Scout and maybe Cop).

Preppers probably should give a fraction of what they do, like 2 or 3 instead of 8 at the same rate. In the current situation they are far and away the best unit in the game and probably mandatory to finish it, unlike literally every other unit. If Preppers were nerfed into the ground (like +1 supply at every increment instead of 8 while still having their peashooter attack), then I would probably use way more scouts and the medium-cost units instead of just filling the lawn with preppers, then getting a full line of artillery (or a clump of snipers, or a line of scientists, or two or three more columns of artillery). If gameplay was slower (less zombies, more limited supply), then Medics might make for good gameplay if their cost was low enough. Or if they could attack and defend themselves, or something. I did try putting a wall of medics on the column closests to the zombies but it was too late -- I already had too many other units and the zombies couldn't really do anything anyway.

Anyway, if it matters -- the units I used most were probably Preppers (obviously), Scouts, and then the other units didn't matter. I just picked the most expensive ones (Artillery, Scientists, Sniper) and put them everywhere but this hurt my ears. So for the last couple of stages I only used Artillery and the other misc units. Supply was effectively infinite and the board was filled about halfway through each day/mission/stage. 

I never figured out how to Level Up a unit. If it costs any meaningful amount of resources instead of just requiring 10+ duplicates which I never got for anyone, I would have tried to level up Scout to see if it got +2 Supply instead of just +1. If the game was longer/harder I would have prioritized leveling whatever earlygame unit I was using to stop the majority of early zombies. If the game were REALLY difficult/punishing, this means Parachute upgrades might be needed very early. If zombie waves get really difficult later on, then maybe upgrades for your strongest aoe unit (Artillery, Scientist?) might be needed. If there was some kind of boss zombie, then whatever's good against that would be good to upgrade (maybe).

Not a bad PvZ clone at all. Art and humor was pretty consistent, and the groundwork for a progression/upgrade system is in place. But for someone who hasn't played PvZ, there might be a lot to be learned in how to make use of each unit instead of just finding ONE THING that works and doing that over and over, so I don't know how that'd be.

Strangely good/consistent artwork for everything! Clothing, expressions, and poses were top notch. I'm not really into cute anime girls everywhere, sexy waifus, or just stylistically sexualized stuff but it also doesn't bother me enough to hate it. And I'm sure plenty of people love it.


okay, bored of making a review now. good luck with whatever future endeavors you have

Prepper issue is currently being fixed! In the latest version currently being developed, you will be able to pick her from the start, to make the game smoother. Supply gain for her is not being changed, as that would make the game significantly harder and we don't want that.

Thank you for playing! The full version should release in about a week or two toward the end of November.

(+1)

sounds good! Honestly I don't mind slight imbalance in games until the game becomes unfun. It genuinely felt good to play and almost every unit had potential to be more useful than any other under the right circumstances. None of them felt completely useless and the choices felt mostly meaningful.