Drag and drop gameplay that feels cumbersome, crazy energy reqs for even early battles with slow refill and an ingame "economy" that seems to be based solely on cash-grab p2w...
No thanks.
"Massive Multiplayer"... where? No, seriously, where? Also, even before I knew what the heck this game was like it shoved 12 buttons and 5 popups into my face where I could buy this and that. No thanks. This may not be the worst cashgrabber, it does show some potential. But combat feels slow, the skill system is boring and restrictive and seriously, this is lightyears from being a "MASSIVE multiplayer" game.
Hi there Disco Flint!
Before the last massive update we did, we do have a Multiplayer feature (Tournaments), which we noticed need some improvements; for this, we temporary removed it from the game. We managed to correct the game description and category, to match the current game!
We also realized that there is a wrong TAG in the game tags list and we are sorry for that, we know that it can cause misdirection in choosing a game to play rather than another.
In conclusion, Ashtaria is a free-to-play game with an internal micro-transaction system, which help the users to have a better in-game experience, but, more importantly, users are not forced to spend any money to play Ashtaria and still enjoy it as spenders would do!
1) Bosses need balancing. Sometimes it's a walk in the park, other times you get steamrolled within seconds.
2.) The idea of limited "lives" that replenish every hour (or can be bought) is f*cked up. Keep the credit card handy in case you get a steamrolling boss or in case you want to try a new strategy that might not work? No thanks.
3.) Turrets, especially the long ranged arty, are way too awesome for their pricetag.
4.) It's so small, everything is cramped. No full screen and tiny maps... it doesn't feel like I'm having vast space battles... more like angry squirrels somewhere in a backyard.
5.) Battles all play out the same. Once you got a strategy that works there's very little difference between battles.
6.) PvP pits newbs with stock fighters against veterans with multi-upgraded dreadnoughts... fun for both sides.
7.) Random upgrading ... why? Feels like that was put in as it is so people get annoyed and just fork over a few bucks in the cashshop.
Why can't I setup my squad or at least give it *some* parameters? If you unlock rifleman and grenadiers to help you early game you'll have a much harder time late game, can't un-unlock those, you're now reliant on the rng and your skill at dodging "powerups" to get a squad that you like...
This is probably the main gripe that people had with the first one and for the life of me I can't understand why the sequel doesn't have at least some basic form of squad management - like un-un-locking classes you don't want. Everything else is just slight improvements or additions to the gameplay; and while that is nice it doesn't add much and leaves the biggest issue unadressed.
Fun, but the tactical battles are still bland and boring. Dungeon battles go quick enough, and between them you find stuff, equip stuff, explore - but tactical battles are drawn out and ... yeah, boring.
Yay, another coin collection game! When did this become a MUST HAVE game mechanic? It's boring, adds no challenge, excitement or fun to the game and only serves to occupy the player. BORING.
Oh also, the game is pretty fun for a few minutes, but gets boring and repetetive very fast.
Pretty fun for a few minutes, pretty graphics and good sound. Gets boring fast though, and there's premium content whereever you look. Heck, the first premium offer popped up before I even knew wtf this game was about.
Premium Shop - check, repetetive gameplay - check, outdated graphics that somehow cause horrible lag - check.
2/5, fun for a bit, after that it becomes a boring grindfest.
Still the same flaws in the battle system and work/rest system that plagued the predecessor and the predecessor's predecessor. What could be fun stat building game with fun add-ons is relegated to the same old "sweep the street and rest for 2 weeks". Sorry, 2/5 for the effort, but the balancing sucks donkey balls. Still.
Click game link on frontpage - Check if tab "forum posts" exists in comments section - rate 1/5 for yet another moneygrubbing scheme. Only a matter of time before this "Hot new game" gets badges.
When did "collect the coints that drop from enemies" become a core gameplay mechanic in these games? It's annoying. One thing to collect occassional upgrade drops, but to be constantly dashing around even without anything happening just to collect coins is lame.
I love the concept, but after only 2 games I had enough SP for most of the upgrades. Also, after a few minutes in "endless city" it's becoming absolutely impossible to evade the planes. There's so many of them that they WILL fly in an unevadable pattern sooner or later. So, while the predecessor won some award or other for original gameplay, this successor doesn't follow suit by adding more original gameplay, instead it becomes a boring "get the highscore"-luckfest, and that'd a bit sad.
Think about the possiblities, finding landing places for food and rest, hazards other than planes (or poison gas, wtf? That's a threat to troops because it's HEAVIER THAN AIR AND STICKING TO THE GROUND) like predator birds preying on the weaker of your flock.
Oh well.
The rng is total whack, the battles are slow and repetetive and I can't speed them up, and other than RL money and the few one-time-rewards is there a way to actually craft stuff? And then the skilltrees... why force people to put 30 points in a tree in useless crap just so they can get the good stuff? Some trees have nifty passives that are always helping, but others are just meh... So after some hours of playing it all seems very, VERY luck based (hit 3 special attacks in a row and you're good, miss 3 in a row and reload the tab) and needlessly grindy, while not offering much in terms of actual strategy or RPG.
Love the game, but two things bug me: 1) collecting gold and rare turrets manually - it's annoying and serves no purpose other than giving the player some boring task. Little user interaction is required for actually playing, but only for collecting. 2) customizing the formation is a pita. Once every pixel gets important you try and squeeze and it never fits like you want to. Some grid with different turrets taking different space would go a long way.
Awesome game overall, just like its predecessors only better. One thing tho: the difficulty descriptions are total bogus. Without spending a lot of time on beginner to grind for levels and gear you will get buttr... pummeled within seconds on "normal".
Hi there Disco Flint! Before the last massive update we did, we do have a Multiplayer feature (Tournaments), which we noticed need some improvements; for this, we temporary removed it from the game. We managed to correct the game description and category, to match the current game! We also realized that there is a wrong TAG in the game tags list and we are sorry for that, we know that it can cause misdirection in choosing a game to play rather than another. In conclusion, Ashtaria is a free-to-play game with an internal micro-transaction system, which help the users to have a better in-game experience, but, more importantly, users are not forced to spend any money to play Ashtaria and still enjoy it as spenders would do!