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May 12, 2010 | 2:31 AM EDT
  • Daily 3rd Place May 13, 2010

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Author Comments

Here comes the prequel of Infectonator...
I hope you guys enjoy it, please give a constructive feedback..

Reviews


kingjefffreekingjefffree

Rated 4.5 / 5 stars May 24, 2010

Excellent work.....but 1 thing,

I love this game, i love all the infectonator series, and overall Toge does great work, however, it is similar to infectonator when the screen becomes so clogged with spawned characters it slows down gameplay and you end up missing out on a spell or unit summon at a critical time.

only problem is that, overall these games rock!!!!


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NerdGayAssNerdGayAss

Rated 5 / 5 stars May 24, 2010

I love it !!!!!!!!!!!!

i like it coz i like it



MrDiemon54MrDiemon54

Rated 5 / 5 stars May 24, 2010

?????????

great game but how do you make the other stuff available



Crimson-GamerCrimson-Gamer

Rated 4.5 / 5 stars May 24, 2010

I loved Infectionator, love this one.

The ability to control them individually is awesome as well as the ability to return to a town to fight it again. I unlocked Claymont and the portculis effect and saig saying "Claymont Unlocked", won't stop activating. I saved during this and now the save is corrupted. I'll go back and start over simply because I love the game so much. I spent hours on Infectionator, can't wait to go through this one.

By the way, have you tried pitching these ideas at a company? Hominoid made it to home system, this stuff should most asuredly have a chance. Hell, I'd buy it for any system! Bravo.



STM1993STM1993

Rated 4 / 5 stars May 24, 2010

Mixed reactions, generally a little disappointed

I haven't played through the whole thing, but have more or less an idea.

First of all I'd like to applaud:
1) Re-attacking destroyed towns; there is more replay value.
2) Directly control your units. Excellent for hunting heroes.
3) No need to manually collect gold(in this case, souls). It fixes some lag and also helps users able to optimize the amount they can collect at each level, rather than force a certain kind of limit.

On the other hand,
1) The controls were very sloppy.
It can be difficult to select individual units or even attack individual units, ending up selecting/attacking the wrong unit or even causing a unit to move to a nearby spot rather than attack that unit. Furthermore, I cannot classify my individual army into various personal groups, or at least classify them according to their own type. You can't unselect your troops unless you deliberately switch from the units to spells tab, and I don't recall any shortcuts for that. Map movement is either too sensitive or insensitive, and there is no command to have your view follow your selected unit. Sometimes group selection gets a bit buggy at the corners of a screen. Yes, I am aware there is a halt button, but it makes my unit stop completely and if I asked them to attack, they would go back to being overly aggressive immediately. There should be a button that makes the units not move but attack on the spot, but will target non-civilians as first priority, as well as a defend button to guard the summoning base since I am not notified when my base is attacked.. For auto, it would be nice if the units could also move towards a region with more enemies on their own rather than wander aimlessly.

2) The Skeleton Archers
I was initially overjoyed when I found out that archers were available early and that I was able to control them. I figured I could coordinate the archers well like I do with ranged units in strategy games - shoot and run. Turns out that the archers aren't very smart and the controls were restrictive. They have a tendency to stand right in front of enemies just to shoot, when they can actually immediately start shooting from where they stand. Their range is also kinda inconsistent - the first shot they fire can be further than their current maximum range(I think it is done by shooting something within range, then before their arrows fire, attack something further away), and their arrows travel beyond their current maximum range by a whole lot. The AI is much more suited for melee fighters but not so for ranged units.

3) Some upgrades still unclear in description
For the passive upgrades, they do show clearly how much each upgrade increases. For spells, it doesn't really seem to show the area of effect clearly. The resurrect spell's description was very poor - it doesn't clearly tell me the effects of the spell - it just tells me that it "summons back the lost soul from Hades to aid us in a battle". I had the impression that it revives dead opponents to one of my own or that my own allies will be raised back to normal again. Turns out that when I used the spell, only skeleton archers were raised from the region where my own troops had died (no, the troops that died there were not skeleton archers, they were my orcs). Units would be the worst in description - it completely does not mention how the stats would increase, I am forced to upgrade one level just to find out. Even so, that's not a reliable gauge as I found that only after some levels does the mana cost to summon actually increase. Having to unlock just to see the stats of the upgradeable spell/unit is annoying. Comparisons between characters would be simpler if flipping once to the stats of one upgrade will flip all the rest to the stats as well.

Other things perhaps would be make the health bar show consistently in one button rather than hold down. Orcs just seem to be a skeleton on steroids - little difference.

All in all I'm a little disappointed, but this is a good effort considering the rather new concepts added to the game. I hope you can make the necessary improvements.


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