Speaking on behalf of many tyrant players, PLEASE, for the love of god, fix the bugs that mean my cards randomly choose not to attack or have their turn counters decrease. Because I know many people have found it, and it's a pain...
Once your deck gets to a certain strength, using Auto becomes a pain. Manually winning each battle takes far too long, but the auto AI is probably the single worst Tyrant player I've ever played with. And I've seen somebody who had a deck solely made of action cards. Please, PLEASE, improve the auto feature
Level 3 on xtreme mode with flying and big heads is impossible. A zombie flies down and kills me before I can and try and tempt my zombie love into following me...
Honestly, I'd make it so you can win without guessing. I was on the bird level for about half an hour, trying to work it out and work it out, and I couldn't. I can always do well-formed Nonograms, but one where at times the only way forwards is to guess and check to see if the numbers went white or not isn't a game, more trial and error.
Guys, having played through can I say that if you have extra levels, you still get 3 skulls even if they get up a floor. It should be re-written to 'To get 3 skulls have 3 levels untouched'.
The number of floors you have left that are still yours are the number of skulls you get. So boosting guards can be useful.
But seriously, the upgrade tree isn't all that good. The things you potentially want (more damage, better mana regen, more ways to hurt them on the lowest floor) are either not available, not useful, or not enough.
And as for balance, as long as you solely aim at those who can damage the castle (Goblins, executioners, Bashers, and the dark knight, you stand a much better chance. The orks, werewolves, shamans, ogres, ninjas and warband leaders are just a minor inconvenience as if the castle can't be damaged, they just walk around as frost bolt pickings...
I think if this game has taught me anything, it's that I should immediately go and kill all of the birds and rabbits in the world in case of apocalypse...
I personally hate this game. The song is half a second before the notes, so you try and keep up with the song, you lose. What kind of rubbish designing is that?
Leave this sort of game to Shinki, he can do it
Good game, but there are a couple of things I'd suggest:
1: Damage for flying around, so if you shoot someone off their planet into another one, they get damaged more than the measly 25 that the bazooka gives
2: Jump. If there is a health crate on the next planet, or you just wish to mine everyone to death, why do you have to waste a teleport - and a turn - to get it.
3: By the time I'd got all maxed and all weapons - which was pre-end of chapter 3 - I could do every level, gold, without difficulty. Maybe an infinite mode where the enemy keep respawning or something?
I glitched it :-)
Kill yourself a couple of times at the start, and you'll enter a death chain where each death kills the next cutie. I'm at -1500 deaths so far :-)
Level four is easy. First, place the kettle on the right-hand side of the main generator, so it'll get steam in the sensor. Then, place one magnet at the left of the target wire, in line with the detector, and the other at the bottom of the middle wire, so the kettle gets dragged to the left-hand side of the generator.