If you're having trouble getting the flower, check the radio, then go and check the window again, like in the walkthrough. You don't have to follow it all the way along but when you get stuck, try doing the steps in the order the walkthrough shows.
I am willing to bet this is your first game, so I'll point out some things that you'll need to fix in future. Negative numbers (health, ammunition) need to be fixed. I can fire while reloading, which is a problem. Attach a boolean that's true when reloading and false when not and make it so you can only fire when it's false. The enemies face the wrong way at times. I can only have one bullet on screen at once. Fix these issues and you'll have a good foundation for a game.
Perhaps the rate at which you can conquer countries could have a hard cap. The limit would be 10 seconds per country, and only enough troops and dark knights would be employed to reach that limit. If you have 50 DK and you're trying to conquer Astrila, all of them would be committed and you'd take it in 30 seconds. With 50 mil DK, 10 mil would be committed and you'd take it in 10. That might resolve the issue of negative troop gains and stop people from whining.
I'm finding that the game is not loading my save file. I get to the screen where it asks if I'd like to load or restart, but neither clicking or keystrokes lets me choose. I was enjoying it somewhat, but I guess now I can't finish :/
I second ZombieGUY's motion. I would pay for a sequel to Starwish what I'd pay for a console game or a novel any day of the week. If it's half as good as Starwish 1, it would be worth every penny.
I feel like I need an autoclicker to play this game properly, otherwise I won't be able to hit a single bomb! Slow the bombs down, perhaps add a background (a sky, and you're trying to stop the bombs from hitting a city below?) and maybe some code so bombs spawn a little closer together so we can actually have chain reactions. Not a bad idea, but poor execution.
Maybe I missed the explanation, but what's the point of pouring time and effort into making a predictive text feature and not letting us use it...? Otherwise, great game, but that irks me something good...
I beat the final level, but nothing is happening. I get the funny feeling it's because I destroyed the large emitter first, but it sucks now that I have to waste another hour of my life on it. I enjoyed the game, though that does spoil it a bit for me.
I'm torn when it comes to this game. On the one hand, it's quite interesting, but on the other, bad AI makes it frustrating. As others have mentioned, the melee units, who are meant to block the progress of invaders, will all attack one enemy within their range rather than split up and so block more enemies. The archers all pick on the heavily armoured enemy, rather than the ones they can hit thus allowing far more enemies to escape. I enjoy the system of guard houses and the range of the archers allows for clever support of archers and melee infantry, but the bad AI make it almost too frustrating to play at times. 3/5
I feel like the enemy's got a secret gold mine that I'm trying to capture. That would explain their infinite amount of gold and maybe why we've been fighting for so long...
I've got a number of complaints about this game. First, it's got the "Zelda-like" down, if by Zelda-like you mean involving combat with a sword. There's nothing, like puzzles, to break up the monotony of locking enemies into a chokepoint, unless of course you consider that to be a challenge. As many others have mentioned, this game needs some balancing. Enemies have too much health to be beaten in quick combat. Another problem I've got is that sometimes, when an enemy attacks you, they get stuck in you and deal far more damage than they normally deal because you're essentially stunlocked. I enjoyed this game at first, but it rapidly got boring as the gameplay got to be repetitive. I was scared to switch my sword for a different weapon because I didn’t have the stat points to build it and I didn’t want to take the risk. Explain how weapons work, more stat points, puzzles and gameplay balancing and something built on this engine would be quite fun.
Interesting concept, but could be better. 2/5 for concept alone, but improvements are needed to make it better. Maybe a larger grab radius, cheaper upgrades and powerups. One that lets you see everything on screen for a limited time, ants of different point values, one that increases your capacity and lowers the grab radius and vice versa, etc. There is potential here, so don't squander it!
@RKun
While I have all the faith in the world in the developer's writing skill, I'm not sure if a direct sequel is even possible. There are no plot threads left unresolved and the ending system makes a direct sequel very labour intensive due to the aformentioned lack of loose threads. I would love a sequel, and eagerly await it, I'm just not sure how he will do such a thing
@Elvago93. One has to realise that the developers have server banks set up somewhere servicing all the players. There are a lot more players who play the game than who are actually on at any given time. The purpose of the kick after some AFK time is to keep the server time an AFK user wastes down to a minimum to keep the game at a functional rate for the rest of us.
I'm annoyed by the fact the dev seems to expect us to get long combos, but then doesn't give us cards that enable us to combo ie a 3 in the deck when the up cards are 4, 5, and 6. It makes for an irritating, repetitive grind as you restart constantly, hoping to get the cards you need to par the hole. That's just me though. Maybe I'm not playing it right, but overall, taking into account the ads and the aforementioned lack of combos, my experience with this game's interesting concept and lack of execution earns it a 2/5.