"We highly recommend you to upgrate Flash Player to get the best performance." No, you don't. You mandate it. Through some direct link that makes it look like you are trying to install malware. And before you say the link is legit and you aren't malicious, it does not matter: you give the /appearance/ of impropriety by making your flash app act like a malicious piece of code, and you are infringing on my right to upgrade my personal software at my personal convenience for the sake of your "performance". Screw this, if that's how it's going to be I'm not playing your game. Rated 1 for good measure.
Football helmet digits give stupidly high amounts of experience, and this leads to incredibly fast level gain. Coupled with the Lvl26 cap, it makes further play useless. And then there is the problem of the talent tree, where one could potentially spend around 100 points, what with the path restriction, but only 25 will only ever be available. Look at Gemcraft for the proper way to make a talent tree, then raise the level cap to 99.
Some levels have multiple solutions (dragonfly and cat so far, there may be others further down the list) and the game will not accept valid configurations that do not match its preset solution. This is a shame.
The bosses are absurd pains in the neck. Once you have figured the gimmick to killing them it still takes forever because they each have a ton of HP. Special mention goes to the bat boss, which need to be killed no less than FOUR TIMES, all the while trying to follow it through its stupidly immense cave. Even with all the power-ups it took forever. And yes, the level design is lame, so much backtracking...
Nice, fun, short game. I like how the inventory doesn't get cluttered with items that have outlived their usefulness. Too few adventure games do such a thorough inventory cleaning, while it should really be standard. Too bad the game is bugged, getting the character stuck in scenery sometimes. I know going to the main menu and continuing solves it, but it still detracts from the atmosphere. I would also have liked a different ending for being a do-gooder all around. One with closure, preferably. Take care of the bug first though, it's crippling.
A lot of levels have solutions that seem a lot simpler than what was intended, even taking all coins. Since cards can be had simply by dumping extra pieces wherever it makes me wonder whether all levels were properly thought through. Also, in the middle of a world, one cannot select the last level reached, only the last level completed. Please fix.
Set some autobuilds, auto-collect the money, and voila! a movie. What's fun is shooting the aliens, why am I in charge of collecting and spending the money? If you made a rock band game you'd make the player the band's... accountant. Blech!
The game is way too easy, even on 'epic' difficulty. I started on epic, spend my point haphazardly, scan monsters (including bosses) when I see them, losing a turn, and yet I find myself hardly ever dying. If I were to hit a tough spot, I'd just go back a few battles, grind a bit, and that'd be it. One possible fix would be to make battles not respawn. Ever. At least in Epic mode. This way the player would have some decisions of importance to take. Just my 2 cents.
One of the best Flash RPGs, and a considerable improvement over EBF2. This game almost breaks the epic rule (if it says 'epic' in the title, it isn't.) A regret: the main view is often crowded, making paths hard to see.
Also of note: the boob-jiggling brings nothing to the game, don't waste your time with that crap.
Control hands are switched (left hand for moving, right hand for actions) the entire game, just so you could make a joke at the beginning. Bad design. Spikes are introduced too late in the game, and in a cryptic way. Again, bad design. The rest of the game is fun, including the almost always lying guide, but platformers are all about controls, so the control scheme is really unforgiveable.
Of all the epic war games, I like this one the most. Getting rid of the arrow tower was a good move, as well as having different challenges for the different difficulty levels. I like that the most powerful hero is a badass female character, on a giant freaking lizard, good job there. On the downside, the upgrade screen is a mess, and so is the world map. Why is there no rhyme or reason to the way things are (dis)organized on these screens? They are functional screens, you need to guide the player's view. In game, I'm a bit sad that 'shield' is such a game ender. Hold back, charge mana, assault, chain shield. Boom, you're done. A few levels require some special skill or unit to be used, but even those can be beat with a strong army rushing the castle and finishing it off early with shield (exception: goblin madness). It's a fun game overall, though it still doesn't qualify as epic. Close, but not quite yet.
Replaying the game after winning (losing? it's not quite clear. Let's say 'completing') causes bugs as things are not reinitialized properly. The fisherman gives the hook directly, the thing in the drain cannot be popped, the piano tune doesn't work (this one might be voluntary, or the tune changes every playthrough). Also, the characters are unmemorable, the ending is weak and the character is hard to control for precision jumps. The plot could use an extensive rewriting, seriously.
The talent (achievement) array is too disorganized to assess conveniently. You should order it so that talents given for some similar actions (completing story quests, for instance) are grouped together, and successive talents in a progression (increasing a particular stat, say) are ordered and next to one another. The current arrangement (random, as best I can tell) is not adequate.
Hey, if you're going to base an achievement on number of kills, how about you display my kill count in game, so we both know what it is? Just more fair that way.