Considering I'm careful to kit my heroes out with optimal items that claim to have only ~3% chance of breaking, it's remarkable how they nonetheless manage to break something on nearly every quest.
Hi there, we're happy to offer tips for break chance. Each item has it's only break roll which can lead to the misconception that items break more often as different items types my break on quests in a row.
Given how often the decor needs tweaking to optimize scores, it'd be useful if the inventory had a "sort by event" button. Once you have more than a dozen items per type it gets tedious looking through them all.
Also it would be nice to get something extra for a 'perfect' score. Especially if it's from Jojo.
Why must people keep commenting just to moan about there being yet another Papa game? Hint: if you don't like them, you don't have to play them - even if they DO get badges! Personally I love these games even if they are all nearly identical (and if they all get badges, so much the better).
This game seems to have its definitions of "easy" and "hard" backwards. Medium difficulty has several nice defensive abilities, but the offensive skills you get on the hard campaign (notably Poison and Tornado) are so hugely powerful and as to make this the quickest and most painless way of beating the game. The so-called easy setting is WAY more troublesome to grind through than than either of the others.
It'd be nice to have an intermediate difficulty level - one where the fame does count for something, but without the king's extravagant expectations, which too-quickly become impossible to meet. Failing that, I'd settle for not having to listen to the pink-haired school inspector popping up every month to nag me about reaching my nonexistent target ranking on Sandbox mode.
Not a game for people who lack patience. It's a slow starter, not very interesting when you have just one critter that's too weak and low level to do much... but give it a chance, and it does become much more fun once you've bred several more advanced creatures.
Loved the game, but like so many others found "Harder" difficulty incredibly frustrating - I must have restarted literally dozens of times before I finally got the badge. (Tip: getting a lab and research done ASAP gives a huge boost.) Given it's not even the top difficulty level, it seems ridiculously subject to pure luck - and as might be expected in a zombie apocalypse, nearly all "luck" is bad. Several times all had gone well for weeks, but in just a day a string of unfortunate events could cut happiness levels down so much that people started rioting, at which point all was lost. A few more chances to increase happiness (or just a higher initial percentage) would've been nice.
Yeah, mages are hugely overpowered compared to others - in addition to what Eclecto has mentioned already, once your Blacksmithing/Alchemy are trained, mages also get the most powerful/easily buffed weapon in the game. Archers arguably have a very slight advantage in defence quests (they can hit 4 spaces compared to 3 for the others), not that that really matters; warriors have no form of advantage at all. All this is in the grand tradition of the Protector series. :)
Most of the comments here seem to be complaining "This doesn't work!" when most of the time the complainer just doesn't understand HOW the skills/features do work. As such, I'd suggest the game needs more/better internal help files; being able to hover over a skill (in the "Skills and Talents" or "Buffs" screens, or the skill icons that appear in combat) to receive a description of what it does would be useful.
Also for an easy life, do pick either Black/White robes - doesn't matter which; staying Neutral gives less plot development (which means less chance to pick up useful items), and means at end of the game you're stuck fighting more of the harder opponents without chance to train.
Tutorial states: "In this world, you don't have to worry about losing fights, the story still goes on!" Yeah, right. The story may go on, but if you don't win about 95% of fights (particularly early on), your character becomes too weak to make any actual progress. Save progress often and redo fights to win wherever necessary.
That octopus... I got every one of its six limbs to 0 and kept firing spells at it for another minute or so after that; but it still 'woke up' and annihilated me. Only after watching the walkthrough did I realise that you still have to send soldiers to strike a finishing blow in person (doh). 'Cause one little man with a pointy stick prevails where the most devastating forces of nature cannot!
This has "Facebook game" written all over it. Pure mindless grind, only with an irritating time delay (that can, of course, be removed if you pay real money). The "hard" badges are in fact very easy in that they require absolutely no skill or ingenuity to achieve. Generally I'm not short on the patience needed for endurance badges, but if I'd realised ahead of time just how many hours of sheer tedium these particular ones require, I would have given up after Emerald City.
I was kind of pleased to see that Ranged units are now independent (instead of a costly upgrade of Melee units, as in previous Protector games). However the downside: Melee units are now kinda useless. They're invariably slow, their range is lousy, and they can't attack flying enemies. With all those drawbacks they're just not worth using on 99% of maps, no matter how much damage they do.
I find it ironic (not to mention often irritating) that although the game alleges to be set in London, it will often spit back a Brit-English spelling as an "invalid word" while (if I have time to retype it) accepting the American version: e.g. 'realisation' vs 'realization'.
I won the game fairly easily with severe abuse of the Save function. It would be a good idea to restrict saving, either only have it available on certain nodes, or make it cost 5 points each time you save (taking your points into negative numbers if necessary).
Another nice feature would be shops where, for 50 points or so, you could choose to buy any specific animal of choice from a bestiary (of every creature thus far encountered in combat), rather than to have to muck about endlessly with the randomizers to try to create that 'perfect' party capable of getting through the harder castles.
Seems slightly daft that the soundest technique for completing the whole map is to lose repeatedly in the early, easy levels. Gaining cash after surrender or defeat really makes no sense. Troops should be able to gain experience, and exp points could then be used to improve and upgrade existing units; let cash be given out only when enemies have been conquered, and used only for buying new units.
My main problem with this game is that, even with brightness and contrast turned up full on my monitor, some of the images are so dark I literally cannot see the differences... completed game using the old "click everywhere" method a few times.
Hi there, we're happy to offer tips for break chance. Each item has it's only break roll which can lead to the misconception that items break more often as different items types my break on quests in a row.