I wish units wouldn't waddle away from a castle before waddling towards it in order to capture it. If they're fighting AT the castle, once it's at 0 they should just enter right away.
It's an alright game. Gotta echo the comments by a couple top posters -- the handling is BAD! Slaloms are exceedingly frustrating. And the forced camera shake is really bad for those of us with motion sickness. If it was limited to bumping it wouldn't be so bad, but why am I being jarred around constantly on a straightaway??
Monsters' Den was the very first game I played on Kongregate and ultimately what got me hooked on the site. It is great to see another version of this classic come out! And from what I can see, this one will continue a great tradition!
Giving this game a 3, which is the average of 2 scores: 5 because I like this game and all others that Conceptis produces, and 1 because there is no improvement to the interface (after many, many suggestions by myself and others).
Whew, that hard badge was quite tough. For the mono-colour one, I recommend generating a new grid until all 3 sources are a 4-way (i.e. no shifting them around). I found that helped a lot. The multi-colour one, it was much easier I found. Just focus on the RBG nodes then build out from there. Save white for last and then just tinker with the paths.
The dialogue in this game is hilarious! I'm sure I'm not the only one going through every possible dialogue option just to listen to the voices and jokes. Really well done!
The dialogue and story-text is surprisingly well-done! Most fantasy-based games give a token effort (Save your people, hero! Smash evil!) but this game really stepped it up. So far, each group of enemies I've fought has had something more to say (sometimes a lot to say!) than just "we here to kill you!"
Ok, first I thought this was pretty great, until level 3, then it becomes a game of luck rather than strategy. Even using my moves well -- hiding behind things, using ammo for good shots -- it STILL comes down to luck. Eventually you need to move in to get ammo, or the enemy advances enough to your doorway and then you toss the dice on whether you get one-rounded by enemy shooters/melee (even using boxes, they can still move a bit to get you in range, or the melee forces you to use some AP to move and fire). 3rd try I was doing really, really well, then a shooter gets 4 hits on one volley and kills a guy. Seriously. The other 2 had low ammo, so I had to move in again, melee gets in, *whack* *whack* *whack* 3 in a row again. Another guy down. They miss early on, but seem to have increased hit rating the lower ammo you are. (I know that's not true, but still -- back to my original point -- LUCK!)
The final boss was extremely annoying and came down to luck. Took about 10 tries for me. I had things like slow spreader/laser bosses going in to clockwork and other synchronization bosses, which guaranteed at least 1 if not 2 hits due to the impossibility of getting in sync with boss mechanics, even using slow. Also get rid of that "reinforcements" message on the boss -- cool the first time; not the 10th. Really slows things down and makes an annoying fight stupidly annoying! Fun game otherwise.
Game is getting old fast trying to get the hard badge. There's nothing hard about it; it's 100% luck-based. Surviving to get to dragons is easy, but upgrades only get you to them, you need luck to get a divine edge THEN a dragon. If you get the edge too soon, you run out of healing through pots and armour ups. If you don't get it at all, then no amount of upgrades/healing help you against a dragon. Bad idea for a badge with that setup.
The bugs and very clunky controls/false aiming arc is really detracting a lot from this game. Fine game in premise but the execution is really suffering. It's now happened 3 times that I've had an otherwise great run only to encounter a bug where you don't hit an enemy quite hard enough, and just permanently hover over him. Can't control after this point other than resetting. VERY FRUSTRATING!
Nice game with a pretty interesting feel. The graphics, characters and combat styles all add their bit quite nicely. Most of the skills are pretty balanced too; each character can succeed. I find Last Flake to be the big powerhouse though. Her rage skill can usually one-shot most enemies with enough points in attack. Her acceleration skill isn't worth it, as 5 points = 30% needle speed reduction, whereas the same 5 points in attack are worth 50% needle reduction AND 50% bigger hit box.