Great game. The non-existence of any free training mode makes it challenging, realistic. Instead, I'd have loved written info like how to add effect to the ball or the strength / accuracy ratio, etc. I had a hard time figuring these things out.
Also, putting the training exercises such as dribbling or passing into practise in the matches like in New Star Soccer would have made the game even more interesting.
Here are a few minus points, though:
Wizards should not be able to teleport into holes in the ground or walls.
When you activate levers, you're "frozen but not the enemies who still can shoot you.
Zooming and pausing when you get an item was not a good idea. It breaks the pace and can make things dangerous when you're in a hot situation. Instead, you could have a flashing icon in the corner that catches your eye when things settle down a bit.
The levers' hitboxes are too thin, it makes it difficult to click on them sometimes.
I did not use the kick in an entire game. What was the point? It could have been a good idea if you had given it a more useful role.
Now for the plus points... I have nothing to add to what has been said before. Thanks for the awesome game!
Bad points:
- Trying to make it a bit more lively by adding a diary was a good idea; now the off-voice is annoying (sorry if it's yours!) and if the day count is unlimited like here, well the same entries come over and over again and make things too repetitive;
- The game is generally too easy / too long in the end as there is no difficulty option.
Good points:
- Self-defence is fun;
- Good graphics and ambiance, that was greatly appreciated;
- Just enough weapons kinds, I'm always bored when developers try to implement every kind of weapons they know;
- The idea of reckoning, seizing, defending and improving areas is a good one.
Conclusively, I give this game a 4/5, rather a good experience. I have not played Decision 2 yet, that I will do next week. I have played Decision: Medieval, though, and most of the points I have discussed here have been improved, which is a good thing.
I happen to like having a bunch of useless things in my inventory. Not even kidding. A lot of them won't be needed to finish the game but for extras that people who played other games by Mateusz will discover, understand and appreciate.
Nowadays, it is really easy to look for walkthroughs on the internet. Before that, if you were stuck in a game, you were stuck for months before the solution struck you. On the level of a flash game and taking into account how impatient we are now, I think Mateusz did a great job, actually. The game was intuitive enough not to have me try every unthinkable combination, click every pixel in a screen or check a walkthrough every two minutes like in some other P&C games.
Not a faultless game, of course, but I had to express this thought.
Needless to say the artwork is splendid.