I'm not sure if there's an actual game here - if there is, it's buried under constant inventory micromanagement that is in no way enjoyable. 1/5. I recommend you go play something else.
Everything here seems pretty generic - other than the naming, it's the same as every TD game out there, except sorely missing a speed-up button and with unreasonably small text. Given the entertainment value of the art and concept, I'd probably play the game if those two issues were taken care of.
Close, but no cigar: This is just too repetitive to be fun, and there's literally nothing to do except follow the script, mind-numbingly killing the same thing over and over until you can level up and graduate to the next mind-numbing task. The immersion and sense of progress that make RPGs fun isn't there, sadly, so this is just a boring grind.
I'm at a bit of a loss as to how you can call something "lightning fast" when you spend minutes per battle waiting for the computer opponent to make trivial plays. Perhaps "Sloth slow" isn't as catchy, but it'd certainly be more descriptive of this game's behavior. Otherwise, it's OK - I'd rate it 3/5 if it wasn't so horribly and painfully slow to play.
I wish you guys the best of luck, but I'm struggling to see where this becomes a game rather than just an idle ticker. There seems to be literally nothing to do except play this as a single-player idle game, and not a particularly interesting one at that. If there's more to it, maybe the tutorial should explain.
Hello thegrim13, thanks for your kind words. Regarding your comment, we want to take this opportunity to remind you that War of Ecleptia is in active development, and that in the coming weeks and months we will be adding new content that will expand the possibilities of the game. That includes achievements, clans, minigames among other things.
Yet another "Click the quest name and the game does everything for you" game - and I use the word "game" loosely. If that's what you're into, dive right in. Otherwise, go find something else to play. Either way, have fun! :)
This was a nice concept - a little slow insofar as waiting periods, but that's fine. Alas, due to a recent patch that overhauled the entire game, combat has become slower and significantly more RNG-based, so I no longer find this game enjoyable.
This is a relatively simple CCG with a small number of cards, limited tactics, and intuitive mechanics that make it very easy to pick up and get started on. It requires a hefty amount of attention once per hour and then lapses until the next hour. If you like this sort of thing, try this game. If you don't, find something else to play.
There's literally no game here. Just a flash video of a character running around and occasionally asking you to click arbitrary spots. 1/5 with a "Seriously?" attached.
As posted on the forum by the developer, this is basically the same game as Titan Surge, with slightly better graphics. Publishing this on Kong now is like showing up to a wedding party three years after the couple divorced. 1/5 for expecting us to go through the EXACT SAME GAME from scratch.
Hi, Titan Surge is designed exclusively for Chinese domestic market. Lies of Astaroth was the first game that rocked the market, and the devs want to make another hit and make the game more "pay to win", so comes out the Titan Surge. The basic game play are the same, but we have more balanced economy system and non-paying users can survive in our game. And that's why this game gained more popularity among Apple Store, Google Play, Windows Phone, Facebook and Xbox One.
It's hard to say how enjoyable I might find this game - perhaps it has merit, but I'll never know. Playing through the campaign is about as exciting as installing software. Click 'next' and 'accept' repeatedly, then wait for the process to complete while some animation works its way on your screen, and then repeat the whole process for the next run through. No tactical or strategic decisions are necessary - it may as well be an idle game at this stage.
It does feel like I could learn to enjoy this if I slog my way through the boring stages, but I've grown weary of "lightning fast" battles that take a goodish minute to resolve at top speed and just lead to another run of cliche dialog, followed by another battle. I'll make a mental note to check back in sometime in the future and see if things have improved.
Ok Grim, I understand. Yes, I need better (more challenging at least) campaign content highlight the strategies of the game (and will work on that), and will do my best to make the battles a bit faster. The game does have a lot of strategy in the deckbuilding though... I think if you stick with it you will find there is plenty of very competitive strategy once you get a decent collection.
When I'm trying to get immersed in a game, ridiculously-long load times just don't cut it. Feel free to send me a game message if you ever get them under control.
Cults are very poorly balanced, it seems - those that have damage-over-time effects or big damage modifiers are good, those that have heal / armor spells are not. Game comes down to being able to beat your opponent , after all, not to surviving endlessly. Heal over Time is particularly bad - you heal about 1/4 of the equivalent-level Damge over Time spells, so you're fighting a losing battle.
Any chance of fixing the two-teams-in-nearly-identical-colors thing? If I glance away from the screen for a moment, I have no idea who I'm supposed to pass to. Seems to happen most commonly on red vs. red (e.g. MANU vs. VILLA)
For the Fishing minigame - could we perhaps have an option along the lines of "Buy Golfish bait - 3 minutes - $500", which would give significantly improved odds to catching goldfish for a while? It is currently pretty hard to keep the whale farm going unless you spend pretty much all of your time fishing.
Don't doubt, we will take care of all the issues.