“Holy Invasion of Privacy, Badman!” is a strategy game with an RPG feel to it. You play as the God of Destruction, and you must save Badman, the underground overlord from various heroes. Badman is helpless and whiny, but once in a while he finds the cajones to question your actions. Sounds like Badman is a real pain in the butt, huh? But he’s also got some hilarious lines, so we’re sure you’ll have fun with him.
Now, in the actual game you appear as a pickaxe. Okay, we know, it’s just a pickaxe. But you’re the friggin’ God of Destruction! It’s your duty to crush all these pesky heroes invading YOUR underground turf! In order to defeat them, you just dig and dig and dig…this is how you produce the monsters and demons that will serve and fight for you. They have their own Demon Ecosystem, so as they eat each other they will grow and reproduce. The key to this ecosystem is keeping things balanced. Once the balance in the ecosystem breaks, you will lose a great amount of your fighting force to use against the heroes. So you have to pay attention to what happens to your demon army.
That's all the template I can muster up for a PSP title.. this game is so-so.. its interesting..but hard.. your ability to muster defenses is not under your control. There are vague theories about getting soldiers..but nothing concrete which means it could be very easy to end up slaughtered a couple levels in because your guys just decided not to really do anything, or say the good guys nearly killed every one in the level before which means you don't have enough time to generate new monsters before the next wave which leaves your weaklings facing the uber soldiers.
Yeah. the difficulty curve is like a brick wall in this and there are no independent levels. It is all just a continuation of your dungeon which means if you die, you have to start over all the way at the beginning. Pain in the ass. It seems far too easy for heroes to just absolutely slice through all your monsters. You see them enter a cave with like 15 monsters and expect some serious damage, they suddenly pull out some kind of firewall spell that kills everything in it..awesome.. only took me like 2 levels to get that cave going..
its addictive..but I'm not sure I see the longevity...addictiveness won't stay if its gets too frustrating.. a level save would have been nice. So you could retry..
Wow I'm getting owned, but it is a lot of fun.
I think I'll just concentrate on the training missions for a while so I get a proper understanding of all the mechanics in the game. Seems to be extremely complex, despite looking like a simple game.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
I don't know how much the training really helps.. the unit behaviour is random which is noted in the reviews. sometimes they add to a block, sometimes take away, what it means is that you can't really control when you can make a unit and sometimes the enemies come really fast.
This is an epic game, much great Megabyte to fun factor for me.
Got to the final stage after about 12 plays on story.. couldn't quite finish the last guy (he had 50 hp left.. )
Although much is random, you can certainly control unit production. Don't forget you can also kill your own creatures to get nutrients or mana where you want it. Eventually it all becomes second nature designing your dungeons at lightspeed.. it is a reasonable challenge but I find it amusing to try and make a better dungeon than previous while managing your monster ecosystem.
I guess I should mention you're supposed to exclusively make the dungeon confined as possible because
1. heroes will mince your monsters with magic aoe
2. everytime a hero casts a spell/kills something/dies he will spread important resources back into your dungeon (basically you're doubling your nutrients and mana playing by this rule)
If you're really looking to get your ass handed to you, mash L->R on the menu screen a few times and try the bonus storymode.
I cannot express how much better the second game is though. They added mana mushrooms and powerups for you to tap + mutations to your monsters + storymode with 8 or more stages (progressively difficult rather than brickshithouse).. chaotic as hell but its a nice formula. Too bad I dont think we'll see it translated.
This is an epic game, much great Megabyte to fun factor for me.
Got to the final stage after about 12 plays on story.. couldn't quite finish the last guy (he had 50 hp left.. )
Although much is random, you can certainly control unit production. Don't forget you can also kill your own creatures to get nutrients or mana where you want it. Eventually it all becomes second nature designing your dungeons at lightspeed.. it is a reasonable challenge but I find it amusing to try and make a better dungeon than previous while managing your monster ecosystem.
I guess I should mention you're supposed to exclusively make the dungeon confined as possible because
1. heroes will mince your monsters with magic aoe
2. everytime a hero casts a spell/kills something/dies he will spread important resources back into your dungeon (basically you're doubling your nutrients and mana playing by this rule)
If you're really looking to get your ass handed to you, mash L->R on the menu screen a few times and try the bonus storymode.
I cannot express how much better the second game is though. They added mana mushrooms and powerups for you to tap + mutations to your monsters + storymode with 8 or more stages (progressively difficult rather than brickshithouse).. chaotic as hell but its a nice formula. Too bad I dont think we'll see it translated.
I'm having the most trouble with getting those portal things. Those spirits never seem to fill up that central square with mana. How the hell do you go about accomplishing this? I can't even get those training sections completed. I understand their movement patterns... but wtf. I know they walk in a straight line until they hit a wall... but it doesn't seem to matter if i have a whole straight hallway of them summoned up from the adjacent square... they just bump into it and never leave any mana in it.
certainly aggravating. I am sure there is something I am missing.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
I can't get past the triple heroes... its just too random. You're not misisng anything. You can't really control when the slime/sprite drops mana/nutrients. or when they pick it up..so you're left waiting hoping enough of them drop it off so you can spawn something..meanwhile an invisible timer is counting your doom.
I've had massive amounts of creatures even in cramped dungeons absolutely get decimated without doing any real damage to the hero.. one problem I have is that when they clear an area, its hard to build that area back up without really changing the shape of your dungeon.
Should I leave it empty?
Trying to form mana squares is indeed a hellish task in the first game.
I usually don't play with mana until later in the game because of that.
Only tips I can leave you with is probably: spirits move basically in the same way slimes do, they tend to horde nutrients rather than drop them.. so what i do is make a corridor, break open the mana tiles and herd the spirits into one area where I kill them myself.
If the spirit dies before you get it where you want it, it leaves behind the mana anyway where you can attempt the process again, or leave the mana there to charge up a nearby skeleton etc(red skeletons are quite powerful against heroes)
If you want your mobs to not immediately flop over and die, they must be fed. unfed monsters are extremely weak, the tutorials actually tell you this. In any case, most of the time you will lose a great portion of your dungeon each time to the heroes.
Its also fine to leave areas empty. If they have nutrients I would recommend tapping them unless it's affecting the length of the dungeon. Sometimes I leave squares full of nutrients for emergencies.
Try making the dungeon as annoying long as possible as it gives you time to build both infront and behind the heroes to ensure they do not escape. The heroes have different AI, some will be quite happy to follow a dead end path.
There is quite alot of luck involved but if you think pure 'luck' is going to get you past the last guy, you've got another thing coming
It's more like manipulating the dungeon so you get the highest 'luck'. Keeping the monsters well fed will do far more than having many unfed as you will find they die before dealing much damage at all.
Score 45516 rank A
Time 22m43s
Dig power left 4200
7257 born / 7189 died
my best yet.
final guy is pretty insane.. only had i think 2 lizards left when he died.
level 2 slimes, level 4 lizards, level 2 witches, level 2 mana sprites
you should post some screenshots/strategy.. I'm getting wiped by the 5th level.. I only survived it this time just barely.. I wound up having to just dig like crazy to swarm them as they were racing out. I've tried with demons and without demons.. it doesn't seem to make a difference..yet in the tutorial it shows you how tough the demons make them.. it doesn't work in game.. I had like 8 red demons..nada.. everybody still absolutely falling apart..
I don't think there's any point in me posting further strategies or screenshots.
5th level isnt even far from completing the first storymode i think?
I barely used demons myself also.. they do make quite a difference if you've a number of higher level ones, they're also very good tanks if you have other monsters to deal damage with them.. but I wouldn't focus on them. Seems to me that lizards are the best bet. If you can raise demons with fully upgraded lizards, it's safe to say you've got it beat.
If you're going to aim for demons, i'd suggest getting them to black/purple rather than chewing out reds which only seem to be good for taking damage.
edit:
only watch this if you either want to spoil the game, or dont care.. really hax strategy something of a shitstorm, if you will.
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