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Tutorial needs balancing work, the first mission is trivially easy, but the second mission steps up to impossible. If you follow the tutorial hints exactly, the text suggest you need four solar collectors but you need to complete 5 to get the next step, you do not then have enough material to build the second capacitor.  During the first way which always seems to coincide with dust storm the guns will brown-out and the critters will over run.

If you instantly pause on restart, min-max the tutorial build you can just survive the first waves, but the guns run out of power during the second wave and you are over-run.

If you ignore the tutorial instructions completely and instead min-max production you can build about twice as many defence towers for each wave; a wall in front of the guns, and have garrison added at each invasion point you will still get overrun by the third wave.

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em=""></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused=""<the buildings="" do="" not="" snap="" to="" the="" roads="" so="" can="" easily="" catch="" out="" new="" player="" especially="" given="" connection="" is="" invisible="" under="" graphics once="" building="" complete.<="" em=""></the></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused=""<the capacitors="" do="" not="" work="" as="" implied,="" guns="" will="" still="" flash="" the="" out="" of="" power="" icon="" during="" sand="" storms="" while="" show="" full="" charge="" available.="" warning="" to="" build="" solar="" panels="" and="" are="" in="" sync.="" when="" you="" complete="" enough="" one="" suppress="" its="" warning,="" they="" for="" other="" appears="" just="" reaks="" confusion="" round="" robin="" building.<="" em=""></the></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused="">Get rid of the powerlines for adjacent buildings, they just make the city ugly and offer little to game play, give buildings the same power AOE as the polls so they are only necessary for isolated buildings.</em>