On the last level, potato supply is key - leave 3-4 slots closest to front for them.
I ended up with 2 servant buildings and 4 potato fields, 1 jester, 2 flamers, 2 wizards and just 1 arc knights (using zeppeling army, potato rain, dread sword and the green slowing down stuff).
It was very hard to find the right mix though, and I changed it throughout the level, at one time I had no wizards and I had 4 tax collectors.
The last level lag is horrible though...
5/5. Nicely done, I would appreciate keyboard toggles for available weapons though. By far the easiest class seems to be the fire mage. If you're just a little bit lucky with gear (i.e. +1 staff and ring of fire), you'll be doing 25 dmg with fireball and 50 with orb of fire towards the last levels, 2 attempts. Fire mage is excellent at dealing with the optional extra enemies, especially if you also get the storm book and get thunderclap.
I've died about 10 times with other classes, but most of the time it was just me being too greedy, risking or not paying attention.
I'd like to see a bit of de-randomisation, i.e. providing just a few times in the game guaranteed gear for class...
More UI annoyances - claiming a reward in achievements menu closes the achievement window and replaces it with a completely useless window telling me that I was indeed given as many rubies as the Claim button said. WHY on earth did you do that? Just add the rubies and leave the window open...
UI based on dragging simply doesn't work well in flash. The tower upgrade/buy view should at least have some tabs/shortcuts to move the sliding part to that tower with a single click.
A few small usability improvements I'd like to see:
1) Indicate how many upgrades will "max" buy (not just the impact). (This would fit on first line on each button if Lap/Sec were replaced by L/s
2) Make buttons look disabled when I don't have enough money to buy at current buy setting. For buying by 1 it's obvious (the button says +0) but for others I would need to compare value on the button with current cash.
(See i.e. how RealmGrinder does it).
3) Show how many upgrades the button currently has
4) Please, please, don't use centered texts. It's very annoying for my eyes how the texts constantly jump around due to using proportional fonts and varying text lengths... (button labels, main label below circles, all three labels top right)
yea, earn to die with pseudo-3d eye candy. And just as it is with the first version, grinding. Cars behave the same boring way, or so it seems to me so far. Two good things about this are that first, it isn't idle, and second, the menu transitions are fast, without unnecessary "cool" animations and whatnot.
1990s called, they want their game back...
I hope this doesn't discourage the developer too much, but I think that this game is just plain horrible, for something in 2017. The only plus side is that it doesn't have any obvious bugs in it, heads up for that... but unfortunately it also doesn't have many things it should have (invention, ideas, fun).
I can't believe somebody's had the patience to push to area 40 already, it's about just as entertaining as watching paint dry.
Extremely boring. The game mechanics of "here's a dice roll, boom you're dead" mean that there's really very little room for strategy.
Give the creatures hitpoints and it will open a lot of possibilities for variation (tanks, snipers, melee). Different range and power of weapons as well.
annoying wheel, annoying autopause when I move outside the window... annoying sound sliders that cannot be dragged... so many minor irritations, but still quite good to play
For anybody who thinks there's need for guessing, you ain't thinking hard enough. I'm at level 34 now and I think that only twice I could not straight away "think out" the solution in a sequence of logical steps, but in both cases, it was just enough to try in my head a what-if that allowed me to decide which of the two possible "guesses" was the right one.
Nice game except for a few GUI annoyances. First, the link to their site gets in the way. Second, having to click village and then scroll to whatever I need is just bothersome.
So, solve both issues by replacing the games site link with village and trading post buttons :).
Very enjoyable game. No useless eye candy like sliding menus, good performance and fun gameplay. 5/5 and I hope that the sequel will keep the simple graphics. The only negative is the small difference between good and bad green guys, but that is probably intentional and if so, OK.
There's just a few improvements this game needs:
1) Introduce starting mana. Forcing people to grind gold to buy mana potions is stupid, and almost every game that has mana in it starts with some :)
2) Manual control over meal usage. Again, a fairly standard mechanic in the RPG genre.
3) Some balancing would be nice. About halfway through, it's horribly grindy, and it becomes boringly trivial near the end (hint - magic channel, second wind and fist of fury make a very nice combo, next to impossible to run out of mana)
4) Fix those annoying little bugs (item upgrades sometimes lost, character setup sometimes completely cleaned)
A nice game, if it weren't for all those bugs. (Stone tooltip is not properly updated and contains nonsense from previous tooltips, I had a glitch where the guards captured a worker and he was then pushed by an invisible guard to prison, going in opposite direction to the guards, when a worker running toward a task is captured, the task remains marked but nobody else goes there)
And a few improvements would come in handy:
* workers should be just smart enough NOT to try and overtake the guards :)
* a decent interface for managing statue workers (simple +/- buttons would do)
* the ability to park a worker at a location, especially when the next task is far from the base, I have a free worker and he waits for another to deliver a needed resource
No, you haven't fixed it. You made it 10 times less horrible, but it is still a horrible thing to have.
Your game is full of time-wasting eye-candy. Maybe you should focus more on making the game actually fun to play.
And I have to say that the main concept of the game, that is, RANDOM deciding what will a unit do, is "interesting" in a very negative way.
There's a reason why nobody has done that before :)
Please... auto-sell clearly inferior gear. If ALL properties are same or worse as currently owned gear, auto-trash. That should be pretty much standard these days...
For those who've finished before bagdes were added, it looks like badges now work OK - although at first it only gives the first badge, once the game finishes loading, the remaining two arrive just fine.
And a great game, can't wait for #3!
Thanks for the feedback. I think you are right. Have a nice day.