The game lags in such a stupid way that trying to drag something is a torture. => Horrible controls. (I play something idle and heavy in the background.)
While i wish they had taken some inspiration from Majesty and completely removed the thing that works so poorly, the direct orders. With constant auto-move controlled by _priority flags_ the player could place on waypoints and targets, this unit AI would work better.
Lol i finally understand something. The devs took inspiration from Nether Earth and hoped to 1) add some intelligence for units as a separate upgrade like the electronic brain part for robots in NE, 2) add first person control to guide stupid units through things as complicated as road turns… but left the games unfinished without these improvements. At least in NE when your stupid robot shoots the enemy through an unpenetrable wall then the equally stupid enemy robot does the same thing, that's kinda fair. I'll go find and replay the old classic now :)
And is seems so obvious that the 'attack move' mode must use 'attack units, MAYBE towers, IGNORE silent buildings'. Would also resolve my capture-all problem, but no f'n' way.
Wow. You'd think most pathfinding problems would resolve themselves on mostly straight maps, and indeed it seems so. But the same unit control horror is still there or even worse, making level goals like "capture all other buildings before the main enemy castle" a TORTURE. Why not implement active pause (allow to issue unit ordes while the game is paused) and have a great fun game just by doing so?
Why is it so unbalanced? I started with the Undead campaign because they're so cute and have the best story. But got hopelessly stuck on about 47 shields, so that i couldn't understand how 46K people before me have got the second badge in such an imposible game. I wanted to rage quit but gave Dragon campaign a last try. And it turned out boringly easy. Got the badge, have no interest in passing other campaigns. All maps are different but what you can do on a level is so much the same.
And this is just a little but very annoying thing nobody has thought of: 'Play' mode levels should NOT remain locked even after the exact same combination has already been solved in 'Challenge' mode. I have no interest in replaying easy mode levels one by one, however, for SOME combinations like the one on lv12 i'd like to first check the thingie a bit before trying puzzle mode, but nopes, too many previous levels are locked.
The controls system that could be intuitive: click to select/deselect shape — keybord shortcut for 'Move' makes a circle of 6 pictograms pop up, to click the desired one with the mouse — and the same with keyboard shortcut for 'Rotate' and circle of the 6 corresponding pictogram buttons. It would be right to also allow selecting any block of the shape as the center of rotation. Right now all i'm able to do is press successively 8, 5, 4 and 6 (then undo) and see which one (or none) does what i need it to.
Cute but gameplay-wise totally unsatisfying. You get to solve 31 toddler-challenge puzzle still hoping for more interesting tasks around the corner but then you just face level 32 and quit.
Oh. If i had to give up being unable to solve a level i would have rated it five stars for being smarter than me. But instead i'm unable to jump it properly, so its platformer side prevails, and i can't play platformers.