Quite an enjoyable game. I'm not the best at this kind of game so a few parts took some trial and error but I appreciated the way the game controls and all the variety you managed to squeeze out of even the most basic mechanic. I was excited when the pushing pads were introduced but unfortunately they were fairly short lived. I think there's definitely room for expansion in the future, especially if you can give the same level of exploration to every new mechanic introduced.
Charming little game. I appreciated the difficulty curve and variety in objectives. I don't think any of them was particularly non-intuitive so good job on balancing things out!
Pretty solid game, I enjoyed the variation in challenges and progression even though I'm not great at precision platforming. Looking forward to your next endeavours.
Fantastic game! I loved the narrative more than I expected and it had a great tie-in with the original game. The levels were pretty well put together and the difficulty curve didn't feel too steep even if some of the later levels gave me some trouble. The hint system is great for providing some assistance without being too obvious and while still carrying the charm of the characters!
My previous comment was needlessly vitriolic and for that I apologize. To keep it short the main issue is the game format itself which has been seen many times before with a surprising number of similarities. Excruciatingly long timers, intensely grindy mechanics, a flood of limited premium offers at every corner: it's something I've seen dozens of times before on games like these and really gives the impression that you're only interested in my wallet. I believe you can improve the perception of your game a lot if you toned down these aspects but ultimately the perception of the genre as a whole is poisoned and won't do you much good.
I believe your strongest suit is the overall theme and the artwork and I would love to see a spin-off game without the mobile / browser MMO style mechanics even if it's an expansion of the simple tactical combat you have currently.
Argue without a base, it is like a vacuum, it does not contribute anything to the possible problem. We focus hard on maintaining a stable game, either for those who support the game, or those who only put in their time. Both players are important in our team and project. Please, tell us because your reasoning is short and poorly founded, so we can understand it better.
I have to agree with Colonel_Popcorn's comment. The issue with number switching controls is especially apparent on an older device where the movements are often not registered or scroll far past the intended number.
Fun little game. For those who want the badge, focusing exclusively on attack-related upgrades and skills is the way to go. Little to no farming is needed and the game becomes pretty easy. :)
Well, finally finished this. Some tips to finish (hopefully) a bit faster: Only focus on attack skills (and to a lesser extent mana and HP), and Jagged Edge upgrades with the souls. Silence and Blood Siphon are both amazing and necessary until 3/4 through the game when you can just spam Rampage combined with the Disease spell. The endgame is made even easier once you unlock the shrine, which you should build in all available spots (it will allow you to one-shot everything up to the end). For sieges, I found that early the best method is focusing on a unit at a time. Later, it's best to just take catapults and the dragon and destroy the fortress while the frontline tanks the hits. Hope this helps!
Not only is this ANOTHER Papa's game (I'm sure most of the comments here accurately portray the general feeling about that) but it also uses "loading" screens to display their ads even if there's nothing to load. It's just a timer to make you look at their damn ads each day.
The fact that the first thing in the game is a sign begging for my money makes me give this an instant 1/5. I can tell without even playing that this will set the theme of the entire game.
Argue without a base, it is like a vacuum, it does not contribute anything to the possible problem. We focus hard on maintaining a stable game, either for those who support the game, or those who only put in their time. Both players are important in our team and project. Please, tell us because your reasoning is short and poorly founded, so we can understand it better.