I really enjoyed this thing until I had to deal with power. (This took something like four hours of my night away last night). Then I hit the Energy age, and things started to suck. Power cables can't cross roads, but I need to get both to my factories to function. It's not resource management at that point, but a puzzle game to fit everything in. No thanks.
I'm a sucker for time-management games, but this leans toward a "micro-management game," with the player clicking every twenty minutes for Resources. There's a lot of interesting narration, but the choices boil down to which alignment traits you want to build for no apparent game-play reason (eg whether you're truthful or cunning doesn't seem to impact your play experience.) They also really need to work on their micro-transactions. If you want players to buy credits, you need to give them some at first, give them a way to earn a few in-game, and show them how awesome the things you want them to buy are.
The Level Difficulty:Player Power ratio is totally bonkers. Level Difficulty seems to trend upwards, with occasional spikes, but your toons' power level hits periodic walls (level caps) that can only be overcome by training up sub-jobs that indirectly increase the power of your A-game. My two cents.
Overall, I liked it. However, playing the hero adding too much micromanagement (especially since I had to click on him/press F# twice to get him to move and then cast a spell), and the tribal dudes in level seven were remarkably racist. Getting to choose spells was neat, but the spells, themselves, kind of disappointed.
Having to unequip things before equipping new stuff was a pain. I accidentally sold my pants near the end of the game. Since there's no place for a wizard to buy pants, I spent the rest of the game without. Awkward.
This game was okay in the beginning, then I tried PvP. Terrible. Simply awful. Once it's clear you're going to lose, you can't flee or escape. All you can do is try to do as much harm to the other player while he butchers your army. And then you get to spend Stamina and money to recoup the losses. Losing should be fun, or at least not awful.
Not bad at first, but the difficulty curve scales way too quickly. Further, I had a good streak going to get that "win ten battles in a row" achievement, then clicked on the little girl, not knowing I'd walk into a bloodbath, breaking my streak. Weak sauce.
nice game. I like the Aesthetic. That last fight was a pretty high jump in the difficulty curve, though. It had at least five or so times the hit points of any other thing, and two consecutive big attacks from it killed my character without anything I could've done. Oh well. Cheers!
I like the aesthetic, but the pacing is dreadfully slow. Starting gear needs to be replaced early in an RPG.
I'd like to specifically point out the "Standing Tall" Achievement. I got the first tier, accidentally, then figured I'd play it safe to try to get the next one. Unfortunately, when a fight was turning against me, I had no way to escape. I couldn't exit the level in combat, and couldn't end combat before killing the monster (or being killed thereby). If there were a way to gauge an opponent's difficulty level before, it would have seemed more fair. In this case, though, it was just frustrating to loose progress toward the achievement for simply taking on the next hardest monster in the level. Running away needs to be an option.
Pretty good game, guys. Thing is, though, when allies die, they're dead for good, whereas when the player dies, they can just re-spawn outside. That means I pretty much have to hit "reset" whenever my buddy dies. Drats.
Pretty good stuff. Was surprised to find the game I left last night wasn't saved for later, though. Also, losing my Chaos Spell when I got a good spear, and again when I touched a Lightening spell was a bit rough. Thanks for the game!
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