3.5
You enter a haunted area.
Ghost and monsters spawn periodically.
Each waves gets stronger and sometimes there are even bosses.
You collect
- coins to advance
- candy to upgrade weapons
- survivors to unlock maps and achievements (in a sense)
- keys to unlock areas
- battery to allow instant exit (without survivors) once you collected enough
Ads
- outside of battle for some rewards like gems.
(I feel this is ok as it is a means for f2p to get currency)
- in maps to unlock bag space
(abit intrusive yes but you do get abit of perm bag space from ads too)
- unlock some doors
(feels like some doors are not needed while some are, so mixed feelings)
- revive, up to 3 times
(a 2nd chance so... abit intrusive but can't really complain)
Now the main drawbacks
1) multiple weapons without being able to filter.
You basically start off with 1 weapon and can get an item drop to unlock additional weapon while on the map. Candy will randomly provide a upgrade for one of the weapons.
What this means is that you cannot choose the option of 1 overpowered weapon or to spread it out. Its all luck on what you draw so if it spreads out too much, you get a bunch of weak weapons which makes it hard to survive.
It is also possible you don't get to draw the weapon you prefer in the map.
2) weapons feel unbalanced.
Other than the shorter range, the default gun is actually one of the more powerful weapon in my opinion. It has range, can shoot fast and the cooldown isn't too long or awkward.
Some weapons are weird
- katana : dmg high but stupidly long cooldown. And is not like you control the attack. So you cannot wait for more enemies to enter your attack range then wipe them out. Instead, you hit the front few then got to wait for ages as the enemies just slightly further closes in.
- rotating sword : initial dmg is stupidly low. Once you get a decent knockback, small mobs are fine and can no longer approach but larger ones still will. And dmg remains awkwardly low.
- tape : used by the char that look like oriental hades, is pretty strong but if it enters cooldown whien the enemy is close, you will be trapped. Also if it targets the enemy on 1 side, you will be left defenseless on the other side.
- bell : does a nice aoe on the spot you place it. But like katana, you don't exactly choose where you place it. So if it is placed in a wrong location, barely any enemies get hit. Feels like it would work well if running in an open space. But the game is designed to be a small area and mobs come from all directions
3) doomsday countdown :
No idea what this is but I notice a spike in difficulty as I played.
Not sure if this is one of the factors.
That said, imagine if you are learning and failed a few times.
Oops, difficulty spiked. Now you are left struggling without proper upgrades.
Then you lose and difficulty spike again.
So with less resources you must somehow win at a higher difficulty?
Oh and even if you clear cache or uninstall/reinstall, your account is stll linked to your phone, so no resets due to mistakes, nyahahaha >_>
Well, that is assuming the spike is due to the countdown.
I don't remember if it was explained or if it did, might be a dialog placed at a time where you accidentally clicked and poof, gone before you see it.
Conclusion is:
Lots of potential. Not totally unpolished. But lots of work still needed for it to be fun to play.
There are complains about the ads too but for that, is kinda subjective on whether it affects gameplay much.