Rostef = Forest
Lacste = Castle
Trohn = North
Woshad = Shadow
Bosiniad = Obsidian
Gundernourd = Underground
Ghethis = Heights
Is there any meaning to Sardol?
People who have problems with AI assists. YOUR shot to them heavily influences how their shots come out. If you put spin, they'll spin it. If you come in heavy from the side, that spins it too. You can easily do assists if you just spin it so that they can hit it in. Doing it at full power straight at them every time does not help
The disconnecting process is needlessly painful. Simply allowing a 'disconnect' toggle would be easier. Also, the hint system. Why don't the hints just change the board? When it shows that I did something wrong, I need to undo everything to get those particular pieces right now, and then link them the way it showed me to.
Interesting thing. The lag built up on my game too, and got extremely slow and then...stopped. It then resumed after a few seconds and worked at it's original speed. The only thing I can say is that I had a really low creation time (~120). Also, it needs a longer difficulty curve, because at the end I don't think the mother ship even had a chance to get out, and I never got hit.
I'm working on the lag and balancing issues for the Reboot version... I've mostly solved the lag I think, but the balancing issues are giving me a headache.
I'd really like the ability description boxes to be simpler or a least smaller in size. They are a pain to read right now and sometimes I just give up on reading them altogether. I'd like to see a larger difference in units, as of right now there is only one strategy that has results, which is to wait until you have a nearly full army. If there is one thing that I'd like to see added, it would have to be natural bonuses that come with individual commanders, as in "Archer's attack 10% faster" or "Units cost 10% less". I'd also love to know if the villagers are actually saying something or just gibberish, but that's a personal interest.
This game has gotten so complicated since I first played it, around the time it came out. I remember breaking pong, having you reset the scores, breaking pong again, having you reset the scores again and retool the game, breaking pong again and having you reset the score, retool the game and set a time limit. Reaching the level cap in two days used to be so easy...
Did anybody else notice that some of the swords for the minion are sometime from anime or game characters? I mean, they are way too close to the designs for it to just be coincidence. I don't even know how many are allusions there are, but I noticed a few.
I think it's amazing that it doesn't seem like anybody has gotten fewer moves for the top rank then is shown. That shows some fantastic level design, as well as some serious developer playing skill. Good job on creating such a delightfully painful game.
I updated some of the move count ranks the day before launching after solving a few levels in less moves. I don't have any secret math or anything, just trial and error. Glad you liked it!
I'd like to be able to see my best speed and best place, and some easier way to navigate through the high scores. 20 pages and I'm nowhere near close to finding mine.
At one point I stopped trying to beat the game and just started playing around with the noises. That added around 30 minutes of play time. Interesting maze game, though I don't understand what happened at the end.
I'm working on the lag and balancing issues for the Reboot version... I've mostly solved the lag I think, but the balancing issues are giving me a headache.