Sometimes footprints go off screen, then come back. Also, if you get down to zero clicks, then buy new clicks in the market ("time"), it will not let you use them. Other than that, great game, really like the method of using mana to revive allies. Also, I'm failing to beat nightmare with 5 stars in the end (hardest is beating a level with 10 clicks left)... but I will get it eventually!
This is a good game overall, but some things bother me. I don't like that clicking is no risk, so once you find the Daimyo you always want to just click randomly to get XP or money. There should be risk, such as after finding him you automatically fight any mooks you find, or maybe if you don't fight him within a few turns he moves. Second, I don't like how ally HP is set up. Once they die in a battle, they get fully rejuvenated for the next, so before starting the Daimyo battle it's best if all of your allies die in a mook battle. I feel it's not good design to have a situation where you want your allies to get killed.
good points overall. i'll see if i can work things out. also, there's an exp bonus for every click you have left, but i guess i didn't make that very clear.
Great Game! I wonder how strategy would change if cities made troops at the beginning of turn instead of at the end? Not saying one version is better or worse, just something I thought of while playing.
the color blind feature is cool but implemented strangely - it shouldn't be an option, it should just always be on since it doesn't detract from normal play (actually, I think it looks better)
This is a good game, but I think it would be better as a pure strategy game. By that I mean: no time limit, all legal moves are marked, and (most important) you are forced to make a move every turn. The game then becomes setting up the board to force your opponent to make a bad move (lets say, energy) that alters the board so can attack them next turn.
I liked this because I enjoy this type of game, but this is almost identical to Maganic Wars with a different skin: http://www.kongregate.com/games/Maguas/maganic-wars-outs
I'll give the same comments I'm sure others have already made:
1. You can beat bosses by just parking in the right place and holding down spacebar.
2. You shouldn't take damage after you've beat the boss or delivered the mail.
3. Keyboard can't handle enough inputs, sometimes messes up driving control.
This game is good it that it's fairly unique as a strategic war game, but is repetative and it seems like (as some others have pointed out) the most effective strategy is just building tons of spearmen and upgrading them a lot... that is a very major game flaw. I beat all the demons by leaving the cursor set to spearmen with auto-deploy and then just watching the game like a movie.
Okay, I finally got all the artifacts... besides just telling us how many there are to find, I think there should be a counter on screen during the game to count how many you have so far... the first time after I found every artifact, I forgot to pick up one and ended with only four collected even though I knew where they all were. Also, like others have said, it's stupid how the gun is only used once. Finally, the dragon doesn't come back after you restart the game, you've got to reload the page.
I liked this game, but I wish there was a little more info provided... I didn't know how many artifacts there were except by checking the high scores. If I had known there were more, I would have kept looking before exiting.
This isn't a lame platformer... it's a unique platformer with gravity reversed and platforming going downwards. I thought it was great... only big problem I saw was you can get lodged halfway through the green blocks. Doesn't really affect gameplay... I thought the game was just the right amount of frustratingly difficult.
This is a fun game, and it sort of reminds me of Fallout... which was an amazing game, so that's a good compliment.
However, I think there are a few things that could be changed very easily that would enhance the game a lot.
1: walking across the desert takes a long time for no good reason. "fast" mode is slow... nothing is added to gameplay by this, it's impossible to avoid robbers, so it's just like a cut scene you watch and wait to see what happens.
2: On a similar note, the requirement to look up the heading of a town and then align yourself to it and click is needless busywork... it just wastes our time, let us click on a town and head that way automatically
3: in battle, it's annoying how sometimes you need to pan around, scouring the desert for where the robbers and your own men are located. A simple mini-map with green and red dots would be really convinient
Single player AI did a few notably stupid things...
Like Jacen said, it seems to never change range, even when its character is at a big disadvantage at the current range.
Also, he tried to intercept when it was impossible for me to switch (his character was Tafari)
I think it would be cool if in addition to a contest for high scores, there could also be a contest for lowest score, because sometimes it can be more tricky to figure out how to get a really low score than you would expect.
As to the MrRubix vs. Makaak argument, MrRubix: I don't understand how you know specifically what response time Makaak has to correspond with his score. The two scores are recorded independently. For instance, my response time record occurred with a run of only 5 items where I got only 1 star.