Solid. Grinding is there, but feels less annoying than that found in classic JRPGs, as it's more built-in to the missions. Collecting new beasts is fun, but I feel like there could have been more variety in everything- more beasts, more advancement, more items, more magic... it felt very limited and I got the feeling of having explored the entire game well before reaching the third city. At that point, I was thinking, "what else could this game actually offer?" It started feeling like one big grind towards a goal that I could already see clearly.
Pretty good gameplay, but very P2W, and I don't throw that term around loosely. This isn't a system where paying gets you a little boost or makes game progression move faster- paying money is the only way to get the majority of decent cards. There are also ways to literally just buy your way straight up through what would otherwise be months of in-game grinding, which is plagued by the energy system that doesn't let you play for more than about thirty minutes at a time unless you want to pay more money. Essentially, this is a far cry for a balanced pay model as seen in games like Gems of War where you can actually play and enjoy the game without paying anything. And Gems of War makes me actually *want* to pay the developers because I've put more hours into that game than I have Skyrim, and I genuinely enjoy it. This game has all that potential, but it falls short because it teases me with cards I'll never get without forking over cash.
There really needs to be some way to go back to earlier locations, since there's no way to craft more workers on once you leave your City State. Also, is there any way to beat the Lost Mine, or is that the end of the game?
I randomly got a Game Over after 5 days. Looks like I'm not the only one. Not a complaint because I know it's Alpha, but looks like it's a normal problem. Also, I find it difficult to select the characters by mouse.
awesome base concept, it's a real puzzle game like I've never seen before. Some special features/upgrades would be cool, like special enemies that give you abilities when you kill them (ghost enemies that fly through your maze, for example) and don't cost a life if they get through. Other ways to make special tower types could be to have unique types based on your match shape, so 5 across gives you a sniper tower for example. You could actually build out very complex tech trees like that if you were so inclined.
I think this game would be better if you unlocked quotes the same way you unlock words- by systematically trying combinations of words (that you have discovered) together. But give the player some management over it, such as how many scribes are set on discovering quotes and how many are on words. Perhaps some even more in-depth parts can be added to the game, such as special writers who focus on certain *genres* of quotes, so they will run their own combinations, but slower and with tighter parameters such as focusing on certain words or leaving certain words out of their vocabulary.
Where has this series been my whole life!? Well, not so much my whole life, but ever since I finished Final Fantasy Tactics and learned that there were no other games out there similar to it. I've wanted a FFT clone for well over a decade now. If only you had Nobou for the music...
As a concept, 5/5. In execution, a lot more could have been done with it. At the very least, it could have been longer. I liked that there were word combos, but still there could have been more to the puzzles. I look forward to the sequel, which you had better deliver because this was extremely fun!
This is a pretty addictive game, but I wish there was more in the way of management. The linear upgrade path doesn't feel broken into choices because all the different colors have the same effect (as far as I know) against enemies, and there is no management of what enemies we go up against. I think it would be cool to have different game board biomes that use unique colors, have enemies that are better against some colors than others, and effects like poison that some enemies may be immune to. A management feature that I would REALLY like to see implemented is % chance of autoclicking certain colors, choosing to go for the larger or smaller numbers of blocks (or even things like "only click blue if over 10 blocks"). This game is incredibly fun as-is, but also has a lot of potential in updates or maybe a sequel. There doesn't feel to be much in the way of progression. Also, the window is too tall to fit on my computer screen.
For anyone who has only reset a few times, the Speed Run trophy is invaluable. It unlocks an upgrade that costs 10 gold and adds 1m to your base click. All you have to do is earn 1m gold in 5 minutes without using Gem Power. To achieve this, focus on buildings and click like mad. Spent money still counts as earned money, so buy into Good or Evil as soon as you can so you can get the higher tier buildings. Skip neutral building upgrades (you may need one or two) and be sure to get click power upgrades, but don't buy the ones that give your click 1% of your production bonus. If you can get this upgrade on your second or third reset, it'll change your early game drastically.
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