The cap on the inventory system is pretty irritating. It's really tedious to try and figure out which commodities you need for different contracts, going back and forth between the contracts screen and your inventory to purge unnecessary ones so you can go below the limit. I'd suggest either not counting commodities towards the limit, or at the very least showing which contracts need them when you hover over them.
I really would have liked to see the team duck racing theme played up more. I think the game would have been a lot more enjoyable if your ducks levelled up faster but you actually needed more than one duck trained up to win the tournament races. It wouldn't change the game length too much, but it would feel less like grindy as you run through the same progression a couple of times.
This game makes very little sense. The play is awesome, the music and art are excellent, but it just randomly ends all of a sudden without giving the player any idea what's going on. It feels like this is the less cool of two alternate endings, and the other one doesn't seem to exist.
Terrible game. Compeletely random fights combined with staring blankly at the screen waiting for your precious coin to pop out of the fountain makes for a boring, easy, and generally unpleasant game. Might be alright if the upgrades were more interesting and the game gave you more to do while you're waiting for things to happen.
Excellent game. Mostly avoided the problem of having exceedingly arbitrary tasks that logic cannot explain. Didn't like needing to throw the grenade into the river instead of at the wall, and the ending was a bit anti-climactic, but I imagine a sequel will probably clear up the latter problem. Overall, excellently done.
Would probably be great if it actually worked. Needs quality toggle, as on a moderately slow computer it's almost completely unresponsive to the mouse.
I've been playing Achaea for years and just recently saw it on Kongregate. An excellent game, particularly once you get accustomed to the point where you don't feel overwhelmed. A note to everyone trying it out for the first time: Relax, do what you can, and don't be afraid to ask for help. The more polite you are about asking, the more helpful you'll find the other players. You'll quickly get the hang of the game. Good luck!
To get emperor, you basically need to do what they tell you in "Getting Started", then build a few more farms, then nothing but markets until you cap at 50. Upgrade your keep and max out markets again, then max out farms. Increase food rate to 30 and happiness starts rising quickly. Keep upping markets and upgrading the fortress, you get emperor by turn 40 or so. Pretty boring game, to be honest.
In response to thefameboy64 - Removing an entire class of ship because it works well against you would lessen the game significantly. When you're a big tank up against swarms of small ones, just enter and start firing in all directions immediately. Before the machine gunner begin firing (there's always a small delay before they start), half of them should be dead. While you'll lose some bubbles in cleaning up the rest, you'll show a positive expectation.
In response to coolshot, if Dungeons and Dragons is too repetitive, I'd suggest that your Dungeon Master read some materials on world-building and plot structure. The flow of the game is completely determined by the players and the DM, not the system. (My apologies for the largely off-topic post)
The game is absolutely fantastic, except for the fighting. It got to the point where I really dreaded being attacked by robbers, not because I would lose the fight, but because it meant spending 5 minutes killing two people with swords when I have 15 people with machine guns. It would probably be worth adding an AI option for the player, if not rehauling the entire combat system, to speed up the combat and making it more fun.
Exceedingly easy when you realize that you can just retreat when they attack you in the beginning with no ill effects. After that, it's elementary, but boring beyond all belief. It takes forever to train a reasonably-army, even with training fully maxed out. In response to ImOnlySleeping, the battle system is, in fact, intuitive - you just sit there and it runs a twenty minute simulation while you make sure your people don't run off the other side of the map. The game has some promise, but it's overall poorly done and takes way too long to complete, and you're not doing anything for the majority of the play.
On the score screen at the end of the level, try making the numbers count up proportionally to how big they are, rather than at a fixed rate. It's a pain to sit for five minutes while it counts up from 0 to 46,000 in the cash left box.