In this case, "Impossible Badge" is being literal. I normally just hate rouge-likes in general, because they're like extremely slow extremely long games of '80's Solitaire or Minesweeper, where the win condition is decided by way of RNG and you have to get well into before deciding if it's worth your time to continue. Those games were fun back when nothing better existed, but with more advanced technology available to make more complex games, why would I settle for one that's unlikely to instance itself in a way that allows me to win? If you want to be successful selling a game on this concept, try again with a deck of 5 cards, not 9, where cantrips don't refresh when redrawn. Reduce the odds of a "no-win" instance as close to 0 as you can get it, at all times. People who learn the game and play it well want to win, and if they can't get that here, they'll just go somewhere else.
I'll keep the backup save in case I ever want to try again for all the Medals on Steam, but I'm not thrilled to have to explain to people what a .meow file is when they come across it...
@vlasec I don't understand what it is you want. Yes, disabilities exist. There are even people with no hands. Do you 1/5 every game that requires hands to play?
For anyone who's really, really having a hard time, maybe you can spawn creatures with the 1-5 keys and ride them to cheap victory. I get the feeling these things were designed to be battled, but... oversights were made?
A survival game where you're likely to die to a lack of resources which the game randomly fails to spawn as many as you need. And it has badges? Was Sept. 2008 that bad of a month?
Regen is a joke, and while shields matter, they shouldn't be on a timer. This has turned into a game of dodge-the-last-soul for almost a whole minute at the end of any round where you take damage. It's not fun. Regen and shields should replenish either on defeating an enemy, or completing a round.
How I got 5 stars Rank A+: Don't worry about uncovering every last tile. Your first click should reveal 5 tiles; then if you click one diagonal space away, you'll get 5 again. Hunt the mooks immediately after you reveal them; it turns a click into Silver and XP, while also revealing a few tiles most of the time. First upgrade Miner, then Expert Tracker, Regeneration, and Soul Drinker, in that order. After you have those, buy 2 Spies and the +12 XP every Province and only use leftover Silver on Bamboo Armor and Focus: Clones. Buy Monk, then Brute, then waste XP on the useless Archer for the star. Level all stats one time except the ally's Health. Max out your Attack Speed. After finding the Daimyo, only use clicks if they reveal 3+ tiles, or on revealed Mooks or Mountains. Monasteries only if they border at least 1 blind tile. For the star, kill the last Daimyo (before Shogun!) with 10 clicks left. Good luck.
Through the miracle of science the final boss did exactly 110 damage to my troops by my 8th turn. Farro was Shield Boosted, but you better believe I clenched on every step as he crawled through acid with his flamethrower. Each hexagonal tile was a different god I prayed to for mercy.
There are 4 badges and all it takes to get all of them is completing the game. Apparently the course of one playthrough is worth 2 Hard badges, and yet less than 10% of the people who play for a solid half an hour even bother to finish. Why? My guess is because it's tedious as hell.
If the game is lagging too much for you, refresh the page and try not using any keyboard shortcuts at all. I think it triggers the memory leaks. I played for 2 hours without touching the keyboard and it ran smoothly, then started pressing keys and it lagged to hell in 5 minutes.
The problem with the game's "grindiness" isn't that the prices on the upgrades are too high, it's that the difficulty scaling is too high. Difficulty here is much more stats-based than skill-based, and the last few levels pretty much require every possible upgrade. Then Survival mode feels pointless since money doesn't do anything anymore. If the campaign could be completed at 75% upgrades, it would be more fun throughout and Survival would be more interesting to try.
As far as I can tell, increasing the Rockteer's mag size isn't slowing down his shots. According to the stats, his reload time is faster than his fire rate, but leaving mag size at lv1 was causing him to just sit there after reloading while he waited out his fire rate's "cooldown". I'm pretty sure his mag size actually just has no effect on anything, once his reload is as fast as his fire rate.
What could have been a decent game was completely ruined by the Hunger mechanic. It's like a 4-hour version of Solitaire: "oh look, the thing I need randomly isn't where I need it; this deal wasn't possible to win in the first place."
In case anyone, like me, couldn't figure out what the coins in the snowboarding minigame actually do, I'm pretty confident after some testing that they give you a small, temporary speed boost. I'm also the fist person on the entire internet to even question their purpose apparently.