Tldr: *Heavily* P2W leaderboard game. Having read through most of the developers replies, I truly wonder if they believe their own lies. For instance, prattling on about how they are the "best" in their category, "free player friendly", "strategy/skill based", and so on. The game has a pitiful amount of skill/interaction involved, so that's instantly out of the door. Free player friendly, according to who? As a free player thats played for several days now, I can easily say that the gap between freeplayers and paid players is MASSIVE, a gap that will only increase at a much more rapid rate due to the difference in Drones (builders), Starports (Units/raiders), etc. As far as best. Well, you keep telling yourself that c: Fact is, you're far from. There are a plethora of browser and non-browser based Clash of Clan like games that actually are free player friendly, involve the player in the game with skill and strategy, and feature superior graphics. But I digress, you're the best c;
Paying players only speed up their progress, but they almost have no influence on the actual attack/defend gameplay.
Your attack skill is determined with 1. choose a right base to attack (it's not always the weakest, sometimes you can destroy a higher level base for 1 star, but get more warpoints) 2. to make few attacks with one army (not deploying all units)
Your defense skill is based on how many factors, using walls is essential and it will take time to understand the best strategy against both air and ground attacks. Key is to defend HQ and storages in the first place.
You know your animations Really suck when "Stop the Dragon Nest feed animation" is literally one of the VIP4+ perks. I wonder if the Devs felt some sense of Shame when putting that in.
Really need like a spawn rate increase (paragon feature?) and some way to decrease the monsters per stage. Either directly as is typical or operating on a chance basis with increasing odds of skipping monster(s).
Putting the allys current stats on their card would go a long way. Then you would actually be able to tell what +100% would do. Though you guys could take it a step further and actually have it perform the calculation to then give an accurate display that is relevant to the user; that is if staying with % which is appealing.
Hi chaosguard, nice to meet you. You can use the alternate conf, Q and W if you prefer. We're evaluate if add the feature that give to the player the options for mapping keys in the game but is low priority for now. Thank you for your feedback!
We actually have some chaosguard, but they are not actually mentioned to players anywhere. We should look into that. Soon!
Press numbers 1-6 to activate your main heros skills, and use Shift or Control to toggle purchasing modes
Switch to Buy x more than 1 youll be forced to refresh when the tutorial pops up as you cant buy (x10/100) of what it wants you to and you cant click anywhere else. Make the tutorial more of an assistant and less forced
@jacobdf12: AdCap at least spends a great deal of time (their own) in tweaking the numbers within the game to make progression rather smooth and enjoyable. The true grind comes after many weeks of play - in this game I began hitting diamond spiked walls within the first hour.
Paying players only speed up their progress, but they almost have no influence on the actual attack/defend gameplay. Your attack skill is determined with 1. choose a right base to attack (it's not always the weakest, sometimes you can destroy a higher level base for 1 star, but get more warpoints) 2. to make few attacks with one army (not deploying all units) Your defense skill is based on how many factors, using walls is essential and it will take time to understand the best strategy against both air and ground attacks. Key is to defend HQ and storages in the first place.