An error occured running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort("Assertion failed: undefined") at jsStackTrace (web.asm.framework.unityweb:2:27460)
stackTrace (web.asm.framework.unityweb:2:27631)
abort (web.asm.framework.unityweb:4:43095)
assert (web.asm.framework.unityweb:2:17460)
doCallback (web.asm.framework.unityweb:2:144471)
done (web.asm.framework.unityweb:2:144664)
done (web.asm.framework.unityweb:2:127727)
UnityLoader["33494ad9a782c9c1d640257f5c58d290"]/storeRemoteEntry [storeRemoteEntry/req.onsuccess] (web.asm.framework.unityweb:2:126753)
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.
It's a neat game, but it's kinda hard to find this interesting when there are limited levels in comparison to something like ConFusebox 2. But i will say this is a good start on making games though.
The Elf Stop 1 hour before state war command is busted, as well as the King Suspension command where elf stop state war and suspension happens ON state war time rather than the hour before state war. Please fix this problem.
I think the stop battle 1 hour before state war, and the disable command is timed badly, because they come up at state war, rather than the hour before.
I think i can think of an answer of what happens with the screen problem in kongregate, before the last update, sometimes the flash game would load before the frame setup, and since the flash window is designed to lock onto the frame, it always was shrunk, currently, the frame doesn't change, and so it's the same way. what might need to happen is set frame size, and set a delay before the flash game loads, so you can be sure the frame expands before the game loads, and will always note the larger frame size.
Server 5 had a severe damaging of the Thebes faction with the last update pushed out Friday, removing their Imperial Dawn and 60 so kingdom exp. It now also effects our faction (Athens) due to the auto-mechanic that teams the two lower kingdom exp teams up. Please check on this error that happened.
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort("Assertion failed: undefined") at jsStackTrace (321 - Live.asm.framework.unityweb:3270:27460)
stackTrace (321 - Live.asm.framework.unityweb:3270:27631)
abort (321 - Live.asm.framework.unityweb:3272:43512)
assert (321 - Live.asm.framework.unityweb:3270:17460)
doCallback (321 - Live.asm.framework.unityweb:3270:124390)
done (321 - Live.asm.framework.unityweb:3270:124583)
done (321 - Live.asm.framework.unityweb:3270:107646)
UnityLoader["1d85d32fc815d285e38ebaa29e201ae4"]/reconcile [reconcile/transaction.onerror] (321 - Live.asm.framework.unityweb:3270:107695)
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.
This happens in firefox, thusly unplayable.
I don't want to put it this way, but this is the 4th iteration of the exact same game you've made, only with a different coat of paint, and little innovation in it's mechanics in comparsion to your previous games.
Your company really should consider trying a different game type, design, or at least creating a completely different mechanic system for the card game. You made a terrible mistake with repetition because to people that played the previous ones, this game is bland, repetitive, and the most damning thing it can be after seeing multiple iterations, UNINTERESTING.
Hi Silverfire,
We appreciate you taking your time writing such an honest comment. We already knew there was going to be players like you not happy with us creating more games of this genre. While we would love to have the time and the team to invest on creating on different genres like you suggest, our (very) little budget does not allow us to do so. There are a few things you obviously are not having into consideration when suggesting our company to consider completely different mechanic systems, that takes time (that we don't have) and budget (that we obviously don't have either), we really enjoy doing our work and creating different themes for our card games, we also try to change the mechanics as much as we can from one game to another (this one by the way it's still on beta, i.e. there will be changes before releasing the global version of it). Again, thanks you for your time on writing this comment.
Cheers,
I would say don't lock mini stages between the dungeons until the dungeon has been openend. because I beat 2-1 [penguins] to find out the skeletal chickens would completely wreck me, and there's no way to get potential upgrades than die repeatedly.
Is there any reason why the DEFENDER gains exp on a successful defense? It's annoying enough that failed attacks give exp, but defenses, where you don't know what happened?
If you are going to have the level up be full energy, have it be +7 can go over the limit. There's no worse feeling than being forced to twist your time around your exp, or you lose everything the level was worth.
It's decent for what it is, but I feel that a logic game nowadays needs to have more playability than a Apple2e game (which went by Rocky's boots) and did more with logic gates 30 years ago.
It seems there's a coding issue with the catapult tower, when it killed one of my units, it immediately retargeted, and fired again without the relevent reload time.
I've seen multiple times where the ai of units just breaks, and they just sit there like bumps on logs, that needs to be fixed. Also I believe there is a balance issue, with the archer unit, that it is too powerful for the cost. Lots of bases are just going pure archer lately. both defense and offense.
You can do not check this function in the elf system.