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Basic strategy on every level is to just expand really really fast. If you aren't hyper aggressive then you lose. I agree with other comments that it is annoying when arrows reset. Would be best if they stayed forever and if there was a toggle where we can set the minimum level for how small we go.
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Also, it could be nicer if the player is allowed to "drag and draw" a whole pipe of "logistic route" over his/her cells, effectively adjusting multiple transfer routes for multiple cells, and/or even allowing adjusting routes with drag boxes.
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I agree with jc66266's view. In fact, I quite like this game probably over similar minimalistic RTS games like Nano Wars because it less (repetitive) real time actions have to be done to win a game, but arrows made automatically taken away and have to be added again and again doesn't make the game more interesting - the player will just consider it as repetitive work that shouldn't be taken by themselves, rather than a strategy move. However, the game could become too easy if the arrows are not removed at all. Maybe some more features should be involved to add complexity that pushes the player to change to "logistic routes" from time to time will make the game more engaging - I'm looking forward for a sequel!
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Why don't you make it so that when the cell have regenerated enough to transfer, it automatically transfer to the last location that it was pointed at before
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I'm dumb. I don't understand why in the level 06 is so hard to make the only flow from a 52 cell to a 5 cell... there's no enemy cells near, are just my cells and the neutral cells and I cant. In the other levels I make so much flows, in the 6... stop! To make one is hard! What is the sense? I don't get it. And enemy cells so low [5, 6, 7], without flow can make resistance [a very hard] for my cells with 40, 50.
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would be nice to have permanence to routes (don't reset when drop to 1), also maybe because of the complexity of some of the maps, be able to pause while you set up routes (could go either way on this one, its a difficulty balance aspect to the game). Overall good game, nothing new or exciting, but fun nevertheless.
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It's not a bad game, but what does it have to do with The World (R1 or R2), Morgana, Aura, Kite, Tsukasa or well anything .hack?
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Bug: directions won't stick. That's a game breaking bug. I guess I can give a 2/5 because I do like this type of game, but you need to fix it for a higher rating.
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needs more variety in enemy types, factions, quick select to mass units, and upgrades. With those then you have good chance ending up in the first 2 pages in kongregate.
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I would love for the connections to be maintained even when a cell dried up. I would also like to be able to split a cell's output into two directions.
I've been looking for more games in the vein of Neo Circuit, that stress the macro instead of the micro.
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It would be nice to have something that shows how many units and cells each team has, and a quick way to restart when it becomes clear you won't win.
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I like the reset of flow. Made the game more challenging and made me multitask. Even on hard, with no reset, its pretty easy to set a path and move on to another part of the board.
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It really bothered me that you cannot control Hexes whiled paused. I was losing Hexes while I was dragging what power where.
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I grew to not mind the reset of the flows. However, in the sequel, it could be great if you could re-draw connections by dragging the mouse through multiple cells, rather than clicking each individual one. What do you think?
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I would have given this game 5/5 because tentacle wars and nano wars and phage wars are my favorite games of all time. However, the 'reset' of the flow got too annoying, very fast. I would give this game a 2/5 or 3/5 because of this, but I want to rate it up so that it gets a sequel.
4/5.
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I don't know about you guys, but it would be nice to be able to tell what levels you played on easy, medium, or hard...
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this game is brilliant, when they stop supplying because they are overstretched just means you have to watch supply lines
once minor thing, you could make it so shift click removes all arrows to a node, it would help fast paced levels like the grid ones
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Gah you made what I had conceptually worked out. I wanted to make something like this (not in flash) using a hex grid. This is very well done tho.
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If you do make a sequel (which I think you should) maybe consider adding a level creator, or "ghost routes" - in which you can plot routes through the enemy so when you take a cell it will already have been set to output somewhere else. Along with the other idea's specified by others. It would be a great game, like this one!
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Loving this game, I actually like the fact that the arrows reset when they reach 0, it makes you stay on your toes and keep scanning your territories to make sure they're secured, and to keep the flow of power moving, very nicely done!
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I love this game, top three that I've played in this genre. I agree that resetting the 'low energy' is tedious, especially when you hit an impasse with the red enemy. Besides the 'mass' select and flow down idea, you could also have an upgrade that connections go 'dormant' at energy lv.1 and would re-activate at a preset energy level (e.g. 20 or 25).
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Like the others, I was annoyed at first that the links were broken whenever a hex ran out of units. I managed to work around it by having long chains, after which the game got considerably more fun. One thing I'd like to see changed though; when you're sending units to a neutral hex or your own hex, and that hex gets captured by the enemy, you stop sending units to that hex. It would be nice if that link was not automatically stopped as it makes it considerably more difficult to manage fighting over a particular hex.
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love it. Mrdn don't listen to the whiners about the flow reset it's a decent wrinkle to have to keep track of. some special squares with an advantage one way but disadvantage another would be a change to mix it up.
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The point of cells stopping the connection when they run out of points/energy is so you don't just sit back and watch when you outnumber the foe, it keeps you doing something. I would like to see special blocks though, or multiple enemies. Other then that great game 4/5.
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it needs a mode where they can earn there numbers faster for the dominent hack and you need to make it to where more than one can attack a block sort of like civilizeation wars and it only puts out half and needs a mutiplayer but without those it gives a good game i would give it a 7/10 it needs an update srry about bad rateing though i type what i feel and i feel lik it needs work thumbs up if you agree
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I understand why so many players don't like the supply lines disappearing when the hex goes down to 1, but without it there wouldn't be much of a game. I was surprised how frantic it got towards the end :) Very nice indeed, 5/5
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Hate to beat a dead horse, but having to reset the energy flow for each cell when the supply runs out kills the fun and actually makes the game stressful. When I set a direction of flow, that's the direction the flow needs to go, until I change it, or the cell is captured by the enemy.