navigation is a bit clunky due to importing from phone maybe. But it requires a bit of patience to start. Once you get in the weekly tournaments, you get good enough gold and silvers to grow. That and getting into an active clan. The clan war rewards are really good. Do not buy more than 2 skills to start. The heal and an offensive skill. That will help with dungeons and pvp.
buy the crystal from the priestess, it cost 10 gold but it will help tremendously. Also, you need to feed the chicken some grains for the egg (buy from shop). Need to stand and wait til that guard woman walk inside for a brief second to dash right past into the gold treasure box room. Need to mix the sleeping herb into the soup to spice it up. Fun puzzles to figure out.
also in the unit detail screen, you need to make user able to hover mouse over those symbols and get an explanation of what they indicate. It help ease them into the game rather having the curious one searches and the lazy one abandon the game altogether.
Also a good idea. I added a task to our development queue to check possible mouse over features for the game. We will have a design meeting on Monday. If Kong users have some more ideas what you want to see as tool tips, you can create a forum post for it and we will check that out before the meeting. I already added these two to possible ones.
in a game with as much strategic detail as this, you need more mouse over tool tip. Would recommend to be able to tell which units are good for which terrains by just mouse over in battle.
That is a good idea. Game has been originally designed for touch screen, but now we should use mouse over as well. Currently you can access the tool tip by long pressing a field. That is a new feature and not yet introduced in game at all, but is already usable.
If only there was a way when you level up to cancel the stat increase screen. I'd like to hop out to take a look at item requirement in inventory before i do the stats instead of paying for a respec every time.
could really use an infinite mode where new asteroids fields kept being generated as you explore. So it become a running fight to stay alive as long as possible rather than knowing ahead of time that asteroids will be what limit you and not ability.
looks great visually, mechanically game needs work. Archers need the shift button to hold position and shoot so they don't accidentally run ahead into the mob of enemies if you miss clicked. Auto damage is not cool, if you have out distanced your enemies before turning to fight they should not be hitting you with a melee hit 5 steps away.
I liked the art direction the series was going with Rebuild 2.. but 3 seems its going back to extreme cartoonish. That was a bit disappointing, but still looking forward to playing it.
so many hours wasted all because stupid AI walks wildly instead of backward when feared. Why the hell would they run forward into the gem when panicked?
Also a good idea. I added a task to our development queue to check possible mouse over features for the game. We will have a design meeting on Monday. If Kong users have some more ideas what you want to see as tool tips, you can create a forum post for it and we will check that out before the meeting. I already added these two to possible ones.