Overall, I do like the game. But the characters' facial expressions throw me off. At one point John is all, "I'd love to help you move into your new apartment, attractive woman who is also my boss." But his face says, "Grrr. My dentist told me to stop grinding my teeth. HOW DARE HE?"
@Glitchtastic: If you click the soldiers so there are two green checks, that will count as your two frontline units. For the other units, you have to have certain types of buildings.
Dialog should have an option to skip the typing effect. I want to get the story, but I don't want to have to wait that long for it. I think most of us probably read faster than the text appears.
I love the art in this. I also love the way different opponents have different effects on gameplay, especially in league of heroes games. This keeps things interesting. It would be a great game just with the art and the gameplay, but the bits of humor that come through make it fantastic (crazy squirrel makes me laugh every time I see it).
I think the campaign mode would feel more meaningful if a player had to build their deck in campaign mode before using it in league of heroes or single-player duels. I mean, I'd keep the full decks in one of them, but I'd change either league or the duels so the control deck was dependent on what the player had obtained in campaigns. That way, there's greater motivation to replay the campaign as different classes.
I'd like to see some sort of in-game guide regarding which military units are good against what. I'd also like to see some sort of catalog of all the different races' buildings. It may be nerdy, but I find the differing architecture interesting, and wonder if the dark elves homes and barracks look as spindly as their keeps.
I'd like to see a way to skip to certain levels of the mystery dungeon. There's a certain point at which those first ten levels aren't challenging anymore. And it takes far too long to get to the levels that are challenging, so suddenly the game is more work than play.
I love the game. The enemy dialog and item descriptions are great. I do miss the option to play as a female character. I mean, for this type of game, gender isn't all that important, but one of the things I loved about the last game was that there WAS a female option.
I'd really like to see upgradable abilities. At a certain point, a heal ability worth 20 hp isn't worth all that much. This would also allow for greater character customization.
Very exciting to see all the improvements! I especially love that objects go translucent when I pass behind them. I like the stable. I also like being able to move and attack with just the keyboard and I like being able to access my inventory and things while in town.
Improvements I'd like to see: It would be convenient to have the option to set the abilities shortcuts to other keys. Personally, I'd like to set them to the letter keys adjacent to the spacebar. It would also save a bit of tediousness to be able to click an item recipe and have the slots automatically filled in with the materials, or to be able to set how many of the item I want to create. Finally, it would be nice to have the option to play as a female. The main figure wouldn't even need to be changed much (if at all) considering how androgynous it is. Just the little square avatar could be changed.
Brilliant the way you've created dialog that exists in time (as compared to an entire conversation all up on the page all at the same time) by tying it into the gameplay itself.
Quite possibly the most addictive game I have ever played. Perfect for unwinding. I can think of no improvements to the game itself, but it would be great if there were a way to have user-created levels, so the puzzles never ended.
Addictive and fun. It would be great to let people play user-created levels like Pyro II does. I haven't hit the last level yet, but I know when I do I'll wish there were more.
Fun game, but on quests it's just clicking "autofight" again and again. I get impatient waiting for the box with the "Go" button to slide back into place so I can actually click it and get moving again. If there were as much strategy involved in the fighting as there is in moving around, I'd like it more. Also, a female character wouldn't be out of place. Still fun though. 4/5
My problem with this game is that this genre has been done before often enough that the ideas and conventions for making the game good are easily accessible. The grid is divided into 5x5 sections to make counting easier. In the better versions, the column and row you're on are highlighted to make mistakes less likely. There's usually an option between playing with the mouse only and selecting the X that way or simply shift-clicking. There's a picture. This game doesn't utilize any of these conventions. The picture one is especially important. Yes, removing the picture element may make it more challenging, but the picture is the payoff for completing the puzzle. The player expects this payoff because of well-developed convention, so its absence isn't just an unfortunate aspect of the game: it's a disappointment.