General problem: It's far too easy in some levels to end up accidentally blocking yourself off from more TNT.
Level 9 is a good example of just that: When you get past the frogs and you have to drop the bridge, if you overshoot and take out the bottom of the ladder you need after that then you're flat out stuck and gotta redo the entire bloody level with the annoying start that basically forces you to take damage.
You 2 are jackholes... and the only reasons I finished the game are:
1) I'm a stubborn dumbass, I'd keep at this for half an hour on the same level if need be lol
2) Old school games were hard in this manner, so slight nostalgia there :)
PS Inconsistent double jump controls, damn you! :)
Nice game but 'hard' isn't enough to describe this game. You have such extremely floaty control when you use focus and then there's homing missles with a pretty big splash (that goes through solid materials) going super sonic?
Yeah, this ain't fun, it's plain frustratingly hard once you get to the bit where luck determines wether or not you actually get to dodge things.
Honestly, I loved the first 2 Epic War games and the 3rd were fine, but only the first 2 felt truly epic to me.
The control scheme has changed to something awkward (thanks for that <.<), the graphics have been dulled down, the storyline neutered (as DevilLordJ said: the elves join the skull knight just because he killed a troll?).
It just feels rushed and neutered overall, with the exception of the upgrade system (which I honestly downright love).
It's sad to be disappointed by a series that started out amazing and has been taking a turn for the worse ever since :(
Am I the only one having a hard time discerning exactly where those laser beams will hit and get annoyed by the random factor that can get you trapped? :\
Medium is just silly for this achievement too, it should be at least hard with how tough the topside lasers are alone <.<
Haven't played a whole lot of it so far but it's already starting to feel slightly grindy and in general the control scheme just feels incredibly awkward, partially because of timing but also because of how precise you need to be with your drags.
I'm not too happy about the scrap boxes because it's easy to rely on them too much so when you run out, you lose.
The bit I got stuck at (which I now cleared) were when the enemy bots ended up basically all having a shield, that's tough to deal with when they got ranged killers behind the shielded guys because it's basically not tankable for very long (without a shield yourself or the Kinetic Absorber (expensive 100 scrap there!!).
I managed though by running 1 brute, 1 tank with Kinetic Absorber (and generally a big bulky b*stard with block II on his arms) and 2 types of ranged: the big lasers and the EMP.
I managed because I could pop a tank, pop an EMP and then just add a line of lasers to deal the damage :)
Overall it's a great game but the limitations on when you get more things in the shop, what your enemies have before you get the same things and the cost of the bots just pull it down in my opinion.
Why the cost of the bots? When there are 4-5 bots of the enemies lined up, you have to have some sort of cheap tank (impossible or a horrible tank, worthless) and some heavy hitting ranged bots (can't be done cheap either) so you basically just lose that entire lane.
At the same time the enemy has bot parts that make them simply superior to your bots so they can blast your tank and take down your squishy heavy hitters without too many problems.
Besides the shop and inventory bothersome bits I'm extremely bothered by the timing of when you get various items and the costs of them.
Half way through the game you end up with some quite expensive robots, even when using a dirt cheap head and chest piece because all arms that have ANY real effeciency cost 80+ and easily 100+!
Extra stuff (or whatever you want to call that category) is also hard to judge what would benefit a bot more: healing over time or 10-20% more damage?
Command Bunker just seems far too hard...
Until that exact level you might have dealt with 2 entrances but they've ALWAYS funneled together so you could spend your money effeciently. All of a sudden you get the Command Bunker level, you have TWO ways that DON'T funnel together to defend and NO MORE MONEY. I've read (on the BattleCritters websites forum) that some people have actually beaten it but going from "fairly easy" to "only 1 strategy you need an hour to find" is really bothersome.
Overall: Great game, apparently Command Bunker is the final level so a tad short. Again: Command Bunker is just too difficult because you suddenly need to spend 50/50 on either side (which have prisoners randomly generated for which side they spawn making it possibly impossible to win without luck).
I'd vote it 5 but Command Bunker takes it down to 4 :(
The need to ABSOLUTELY also drop the fruits into his mouth seems so redundant when he can just suck up an entire village, houses and everything included.
Just feels like an artificial "play for longer" kind of thing :\
Continued from last comment:
Some items feel worthless: +hp/empty tile, dodge and +hp/hit. Generally you do better with -dmg items or plain +dmg items. Percentual things seemed very hard to figure out what was better than or worse than because you got no numbers to do the slightest math on (also means that deleting an item can be a massive bummer!).
4/5 because overall it's a good game regardless of how absolutely wasteful the intelligence of the adventurers are. Stupid simply does not cover their lack of anything other than void hovering inside their skulls.
I just barely made the bronze requirement.
Why? Ressurrection items are hard to come by, adventurers are greedy little bastards that take so much gold and take forever to level up (so either you've got no gold and they level faster or they level really, really slowly and you get some gold).
Adventurers bouncing back and forth in some stupid hallway you can't avoid (yay, a single square corridor, I'll go back and forth between here and where I came from... TO STEAL MORE MONEY! No other reason, I'm just greedy despite being sold some really awesome items).
At some point the enemies start to ramp up heavily in difficulty which easily caught me by surprise until I figured out that if your adventurers die, they're DEAD and you get a level 0 *QQ* Kinda rough not to have that explained.
The entire 'trick' idea just crashes the game.
Energy gain is only enough if you pay and even then you have to pay either a fair bit in a single go or consistently to keep your energy at a level that'll allow you to use tricks as much as your opponent does.
What good does levels do anyway? That's kind of a pointless feature...
What is a 'better AI' when the only difference is that they tend to have 3-4 BringAlong cards on the hand at all times? That's not better, that's just cheating!
The tilting around and awkward magnet arm controls really butchered this game for me, feels like it'd been good if those 2 things had been polished though :\
Some of the levels are too hard to get gold on while some of the later ones it's a breeze!
It's a mix of controls (eg the 'slingshot your crate from left side to the vortex on the right that has no board') and simply making timing unnessecarily hard (eg level 10).
Quite a good game that requires a certain amount of knowledge about math (not rocket science, MATH) to make each level doable in less than 30 odd tries :P
The only reason this game does NOT get 5/5 from me is... it lacks replay value but that's a genre issue more than a game issue :)