Too much on the screen for intro, i'm surprised this got out of beta with such a messy tutorial, you want to have as little on the screen as possible distracting the player, alot of games will have a very clear "room" with each object very clearly highlighted and emphasized so as to grab the players attention, sorry lost interest.
You may have right. There is always room for better UI. But it is not a "pay attention" game. If you choose to test an RPG you check the mechanism not its simplicity. The game is very deep and has many mechanisms, we couldn't put them all in a very clear room. But, as i said, you have a point...
btw those really nice weapons from forges, u can't add unique stats to them, so be sure when attacking those big cities to save before attacking them, and when u are sure u have the necessary firepower to defeat them attack, check ur inventory, see if u got a unique weap, see if it has the right traits, if not, just reload the save from before attacking and attack again. + so others can see this
the explosion sprites need a fixing as stated by others, review the karoake bar, i don't think u intended to make the game that easy with a single upgrade, and buying and selling hamsters makes u bucks might wanna review that
major bug easy to exploit, by simply clicking on the confirm button at the end of button, repeatedly the game reads it as another victory, so players can just constantly click on confirm to get their reward without going through the battles repeatedly, DEVS PLEASE FIX +
despite how messy the game is at the beginning( you could really organize things better ) this game is an insanely F2P game with a very cheap paying system, there's no need to pour hundreds of dollars of cash into this game, making it very nice very enjoyable, and the use of team work clearly dominates the use of money, a plus to that, Overall I feel as tho maybe due to recent updates that the top comments seem unfit for this game, because this game is seemingly in good condition. good job keep up the good work 5/5
Review the grammar in sacrificing your first hero tutorial," find the a heroes needed to sacrifice" and 1. it should be hyphenated "over-sized bandits" 2. check the grammar for the description for oversized bandits, it should be," Bandits have (been) praying upon.."
gotta love how the one time your rocketman and ur sniper decide to shoot the same group of zombies with their piercing shot and their multi rocket, there's gotta be a refuge lost in there pulling a freaking patrick starr. T_T please bump the IQ of the refuge, darwinism isn't appropriate in these situations
refuge:" OH there's an airstrike going on? that's perfectly Ok it's not like depleted uraniums kills humans too right? "
*continues to venture into airstrike*
me:" now listen here you lil shi.."
You may have right. There is always room for better UI. But it is not a "pay attention" game. If you choose to test an RPG you check the mechanism not its simplicity. The game is very deep and has many mechanisms, we couldn't put them all in a very clear room. But, as i said, you have a point...