3 star because the game does not recognize many types of words such as some names of nations, some names of weekday and month, not to mention it does not even recognize internet, f-word etc.
I feel like the campaign design balance is totally broken. When I play chapter 12, all I did is to bring an infinite loop deck and just get good luck for 4 matches with a bunch of diviner charms to kill those overpowered enemies. There is very little strategy or deck building elements here. The campaign are just not funny to play with. The new deity is quite interesting though, it forces you to consider more extreme situations than grandmaster, like how to counter turn one warship, like how to shut down enemies with better resource generation when you re using metris.
Sometimes when you press a direction the character will stop moving.
When you level up, your character will get stuck if it is using sniper mode.
The outpost weapon are usually not responsive, especially the sniper.
Too many bugs and unnecessary complex gameplay 2/5. Much worse than decision 2.
My high score for this is 106924985. The weapon is handgun>magnum>machine gun>Gatling gun>light saber>lightsaber+>laser gun+>sniper+, the survivor are a waste of points
This game has many reskinned version, but the strategy is similar for every one of them. Just focus on melee weapon, use sickle>spear, and buy cheap barricade. Once you got upgraded light saber you are pretty much invincible. If you are having difficulty against wraith use a Gatling gun to head-shot it and it dies quickly! The most difficult version of this game seems to be curse village 5, where the enemy just pops out in large amount. But the developer didn't upload the version here, and the way to beat that version is pretty much similar.
My weapon choice for the last main laboratory stage: grenade launcher, missile launcher, grenade, dynamite, laser gun and sniper. I don't think it is possible to beat that stage in hard with other weapons. You need the sniper to beat the long hair sadoko-like enemy. And when you see the blue zombie hulk, just use laser gun, because at hard it is too bulky to deal with with normal weapons. If you re out of laser gun, the best bet is dynamite. And ofc all barricade must be maximized and traps are all grenade trap, so basically you can only lose your survivor once in the first 29 stage, otherwise you definitely lose at main lab. (Although you can still clear if you choose the stage other than main lab).
The game is very difficult if you play at hard and always chose the hardest stage available. The final stage will require you to coordinate all 6 of your weapons effectively. I ve got a maximum score 633335915 for now.
The studio is based on Russia, but when you look at the game it's just another ccg with the "China model" in kong - extremely p2w, fake ratings, infinite progression. Please leave us alone and don't export your inferior culture.
Okay, the biggest problem lies in the economy card of this game. They are essential but extreme weak if they are redrawn in turn 2 or 3. Second, there are too many types of cards in this game. The odds to trigger specific effect is difficult unless your rival has already reach lv3. Overall the balance is too poor and no wonder the absence of people in general.
Compare to other ccg in kong this is too random to my taste. You have too few control over what you draw and what to be replayed between turns. Many cards in the game are specific to counter certain cards or have to be used in conjunction with others. Sometimes it doesn't matter what you do if you just replay all those economic card and your foe keep drawing big cards. 3/5
Oh one more...Equipment that have effect on guard can stack with each other. For example you can have a character that increase atk 80%, have good luck and brave and auto revive and bless ALL with just a simple guard. There are many more combo and this game really award creative play.
And this game seems to award combo a lot, in fact you can kill all boss in epic difficulty within 5 turns...one combo can usually deplete more than 40% of boss hp and require less than 2 turn to finish. For catching the putrid worm is really powerful, the drop in evasion massively boost catch rate. You can get it right at the beginning within first 10 mins of the game.
Share a ridiculously powerful strategy, you can combine doom with bad luck to create instant death. With 3 equipments that boost status infliction, and flair fat fly on the character, and another character with the skill firecrackers, this will give you a 210% chance to instant death on whole enemy party on turn 1, meaning anything below 70% instant death resistence is dead. And ofc, you may as well use the viking monolith summon or encore to perform a second party swipe.
Just finished the three battalion games. In terms of difficulty (at hard), nemesis>vegeance>ghosts. There are some "puzzle stage" at first, but later stages can be finished quickly with figher plane spam. Yet in terms of fun this game probably is the best, since the stages are not too long, and there are many innovative units.
The hard mode is very challenging, with stage 9 being hardest. For the last two stages going straight for enemy command center is easier. You can manipulate AI's advance route with road blocks and commandos on structure and thus avoid most enemy in stage 9. For stage 10 it is very important you block the right factory near enemy headquarter with submarine.
This game is so ahead of its time in some aspects that even today most other games do not have good voice-acting and extremely complex strategy involved.
Actually it is possible to have 6hr 27mins left while surviving the night. This requires some hardcore planing, but is pretty bizarre when it works! The key is to get the car asap and use shovel (after mixing the concrete) to kill the zombie and have 4 bullets in your hand. Your only defense work needed is the window. Let Jeremy and father to tank the zombies. :D