WASD scheme, but "Z" for attack?! O"K" there spork.
Fun fact, programmers have been moving a pixel around on a screen for 40 years. (KayPro II)
that's as far as some ever get.
Defender in trial clan battles are BROKEN, immune to Curse of Life, 3k healing every skill bar.
Clan Garrisons ensure p2w clans stay in the leaderboards.
Picking Heros to invest rare resources in requires a deep understanding of game mechanics synergy that you will NOT know until it's too late.
Can i get a translation of the sign at the Hermitage and at the smithery when upgrading certain items (buttons below the item) no way to copy paste translate.
что такое Эрмитаж и Смит, перевод текста
energy limit, check, p2w, check, FB's best.
in before the BOTD player dump. medium badge has advice how to in-out easy. do jobs with energy, do fights with stamina, enable personal medic under settings. profile pic then arming, "max attack" for win exp fighting.
This BOTD has been a paid announcement.
redefining "easy" both in time and P2W.
after an excessive long auto play tutorial, it spirals downward to excessive opponent ramping.
opponent places 2 to your one, check. opponent has Warlords that baffle basic gameplay after half an hour.
Rating of 1, the minigame has more appeal to me.
Groundhog day.
agree with multiple time to one hobby, also please add a progress bar to employment until next promotion, when you have multiple jobs, you need to exit then rehire to see how far to go in it if you have a different one selected.
what direction do you see this going, glaring is the lack of an ending, different modes of game play could have different endings, ending fully idle, tower defense (protect) endless mode, i think this hinges on filling in the villager backstory, are they there to steal, can they escape and tell others, more differences in villager types, you actually completing a ceremony with them trying to stop you, decision making of completion vs defense vs self amusement. i enjoyed how you kept it low stress, but others may not. timed, day night cycles, the lure of "what's going to happen next?" should be exploited, with decision making paths excluding certain outcomes. you're a story teller with the player as the protagonist.
thank you for a polished, enjoyable demo.
cracked it on my 3rd play through, mine all ores adjacent to the elevator until your bag is full, "t" to town, sell, buy the upgraded pick, (town trips don't cost anything, so bag upgrade isn't needed) continue down the shaft, unlimited? levels means you only mine ores, never dirt. fast jump levels with "S" key (down).
first pick costs 3 energy per swing, second 2 energy per, energy determines days passing.
she didn't marry me for my money.
the more people you send to recruit, the more you can have join, allocate everyone (else) to guard duty before starting to build a room, because you can't choose who gets assigned, only leave free the people you want to build with. work skill definitely raises the output of kitchen and entertainment rooms.
melee weapons seem low damage next to the 2 handed ones (30 vs 70-100)
i tend to leave a lot of people as guards whenever i send out multiple risky missions, as guards are the only place you can pull from if your mission runs into trouble (you can exceed the 5 person limit)
wow, everything i detest in a platformer, miss a jump = death, bumped by a mob = death, speed the screen scroll up to provide stress, faster death.
other then my personal opinions, looks and plays well.
target crew to board ships to make money, target sails to lower AP for WP rewards, once you start boarding ships, you'll forget marginal trading profits.