I like the game and the feel. My only gripe is the breakage % rate. They aren't accurate. I have items that are 3-5%, which is about 20-33 quests before they should break, even if the hero levels up, that's somewhere in the vicinity of 15-20 quests before breakage. However something seems to break every single quest. I get sometimes bad luck plays a factor, but 9/10 times, something breaks. It's not a gold issue, its a "now I gotta go into the trade house, get a new piece of equipment, refit my hero, and pray it doesn't immediately break the next time."
Please make the the % accurate, one way or another.
When I was younger (on the edge of the dawn of real computers) I had a teacher that brought in what I suppose you could call the grandfather of this game. An archaeology simulation game, which we spent 4 weeks using to develop our team work and critical thinking. Was the most fun I've ever had IN class at school.
This was a great expression of simply game mechanics in general, and for me personally, a bit of nostalgia. 5/5
Another potentially good game ruined by greed, is this a trend lately? 1/5, can't move buildings (not sure who tells you it's wise to make this a cash options but it's NOT), The tutorial says it ends without teaching anything (this leads a player to think everything is unlocked), buildings are taught along a strict narrow path you can foul up easily, Quests sometimes have a very vague description of the objective, quests that demand you have "everyone" covered are too time consuming especially when you CAN'T move buildings.
Another game that went from 4/5 to 1/5 the moment the "introductory offers" expired.
The no seeing enemy armies on the map, I could handle. The reduced building queue I could handle. The reduced resource production, ok, cool.
But not being able to MOVE BUILDINGS? Something offered and is pretty much standard in other games put behind a pay wall? Sorry, that's it, game over I quit, you lose another player. Do not pass go, certainly do not collect anything from me.
A good, small, addition would be a "notepad" next to the calculator that tells you how much Water/Food/Forage you need for your currently plotted path to the next town. It's annoying to go back and forth to the map to double check the amounts.
Been reviewing the comments, from what I can tell, the developer's only strategy for fixing things is to force down-vote all negative comments he can, and ignore the ones he can't. Making it official 1/5.
After reviewing my play style, and practicing a few times, I have revise my unofficial rating, as I normally do. The speed with which the "tentacle" aliens produce Capitals has be stated as a significant problem.
It's something that should have been addressed immediately. And hasn't therefor my rating of this game drops from 2/5 to @%#! you. I liked this series, but if it's meant to be unplayable unless you grind. Then that's what I and a lot of people will do.
We'll stop playing.
Wow...2/5. Reached the end missions for lvl 2 and the enemy has carriers in under one minute, along with about 8 medium ships and a dozen fighters...rework the difficulty or else this becomes the "Mass Effect 3" of the series.
3/5, was 4/5, maybe 5/5 until I got to tutorial 6, and I start to feel the hurt of the "must be next to a lake condition." That ruined the game for me. Namely because I was all upgraded, rebuilding the forest, and a wildfire spawns a desert on the opposite side of the map from the water. meaning I'd have to cut out half my buildings with water, just to kill ONE desert.
Sorry, that's broken logic. Remove the lake prerequisite to the "Cultures" Skill.
My only gripe, aside from the exp system, is that the game forces you into a certain time frame. What I mean is, regardless of how well YOU know the gun, the animations still take a certain amount of time.
Meaning you're trapped wasting 2-5 seconds on something you already want to get past. Ergo an animation should play even if you're working on another part as long as the two aren't related.
I.e. On one of the SIG models I can pop the catch pin for the grip and remove the stock at the same time if you weren't barred from doing 2 things at once. This limitation makes it near impossible to get Level III on several of the guns with complex small parts or long barrels/gas tubes, because you're trapped watching them screw in the barrel or reset a set of 6 small parts into one set.
Sadly, 2/5, it's difficult to improve your deck without grinding every single stage to completion, and with no casting cost mechanic, wins and losses are rarely balanced fights, once you start winning or losing it's very hard to derail the course of the game.
Someone needs to check the combat values in the code for Tier II Adventures (The ones that give special resources.) I have 80-90% success chance with my Sworn Swords, but I fail about 40-50% of the time. Only in the last week or so. Something is wrong.
Wow...I just reached the match with Isis. I quit your stupid game. A god power that gives 100 mana every 3 turns? It spits out 4 and 5 star cards like their 1-2 stars with low mana costs. I have all lvl 10+ cards, the highest caliber of which is 3 star. You can't even compete, unless, oh wait, you pay for success. So, yeah, choke on your money. This is a waste of time for all free players.
Ugh, I'm sorry but until there's an option for selecting and moving multiple units at the same time this game is unplayable. There's no why to make units focus fire except one at a time making groups of priests all but invincible.
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