@LeekyBum69 I just managed to beat it.
There is no margin for error in the first turns.
Turn one I splitted ennemy territory to kill the knights, in a way that will make easier to defend next turn.
On turn 2 I reinforced the defenses in the middle so they can't reconnect their two territories. I still lost a spearman and a villager on this turn. But it was worth it as their knight upkeep is now krippling their economy.
Turn 3+ it's just normal strategy. I let them reconnect the two sides, just to split them again and bankrupt the right side, killing their knight and spearman. Afterward I destroyed their economy and never let them make a spearman again.
The level design is great and the art is cute. The polish is ok-ish (lack of sound effects). But the gameplay is the exact same as Sokoban. Drawing inspiration from Sokoban is good, but you need to add some new mecanics to it to make it interesting. This is the 1000th clone of a 40 yo game.
@silvadel: You are right for world 2. But in world 3 it depends of how many gems you want to invest to upgrade your cards. Tier 3 cards scale better so if you want to use a lot of gem you can upgrade gwen, oasis, iron cat and fishery. If you want to save gems upgrading only ruins is the best choice, and you can produce all 3 resources at once without losing productivity.
Most of the levels are super easy. You can solve them by moving randomly. This is fine, the relaxing puzzles sub-genre has its fans.
3 or 4 levels are more challenging. The puzzle design of these levels is clever. But, in my opinion, you should make some smaller levels to introduce the concepts of traps, importance of first move etc.
And of course you could add new mecanics to the games, but I don't think it's necessary. The simplicity of this game is one of its strengh.
Thank you so much. I am working for introducing more challenging levels in it. Yeah, I agree with that that I should add some levels which clearly show the importance of first move
This game is isanely good and deep for a web game. The only thing that is not so good imo is the balance between classes. Some classes have a very wide array of useful talents like the ranger, other have overpowered abilities like the confuse spell of the enchanter, other are flawed in so many areas that the only way to win is to be lucky, like the warrior wich lacks in the offense department, and as a melee character, takes a lot of damage even with his good resistance because he can't kill enemies fast enough, and finally dies because he don't have any talent for running away. On something like 10 games with the warrior, I won only one, and it was because of pure luck, this guy had an +6 infernp sword, 41 melee damage, 186 HP, 50% dodge chance, 24 protection and the very usefull boots of speed. Even with this insane stats the game felt harder thant with an average enchanter.
THe game is good but have some visibility issues, especialy at the end when you have 10 flying elephants and a bunch of carts around you, each with a laser, plus 10 ennemy life bars at the right of the screen...
Thank you so much. I am working for introducing more challenging levels in it. Yeah, I agree with that that I should add some levels which clearly show the importance of first move