I'll second the explosive gold scattering to treelines which are unreachable to collect comment. Also: On the Sell gold screen can you kill the 'slide bar' and put in either a clickable/arrow system and/or a type-able amount so you can sell exact increments of gold (ex: 2.20 click or typed exact instead of sliding 2.18 or 2.27 as per 'slider increments' currently used)
I find even with the upgrades system in place, once you have a monster upgraded to its full potential, the heroes can still 'run your dungeon' and fail a level a bit too easily. glaring example: only rats are available on 'hard' level in the first tutorial level. even with full upgrade and assistance of the regeneration spell at maximum, its stillnot enough to keep with the 'run through' of heroes and your treasures get stolen.
Frankly, I dont always tend to like sports-sim style games. For some reason, the mechanics and the interface of this are engaging enough without being too particular. I still have some tricky issues with figuring ball-click-physics when i have wide open shots to the goal. The other sim-based qualities for boss/girlfriend/team balancing is a good secondary to keep the game a bit more interesting than "just repetetitve game grinding". I've added it to my current regular-game-rotation, which.. again... for a sports game.. . is rare to do.
Okay so... I suppose my most glaring rant about this game, in spite of really enjoying playing it, is the repetitive randomization of color blocks to the same colors to try to strike and break. When 3 of your enemies start with 3 or 4 blues or oranges or purples, the "random" seems broken and there's no reasonable way to chain, thus you'll never earn the gold medal on many stages, other than grinding and replaying until you get a reasonable multi color randomizer to start out. Tweak the randomizer to include better starting variety and I might come back to play this more. I'm just too f'ing burned out from grinding the same damn colors to start on every f'ing enemy.
a disappointing bogged down change from the clicky simple time waster that the original was. the copycat elements from kingdom rush do not improve this series it only detracts. how many times have kong gamers left in comments include all content and dont separate premium costs. instead fish for donations based on full game to put towards creation of a follow up. A botched sequel. Do a third and get "back to point and click basics" with some general additions or improvements and maybe you can save this franchise.
it has a lot of good starcraft/warcraft battle strategy potential IF it werent so choppy and frenetic in unit selection. add to that the AI unit movement and pathing leaves a lot to be desired around obstacles in way. a few more drawbacks than positives here. take it back, clean it up, re upload it after improvements.
ChangBanPo War is engrish instruction talk about little effort outcome bad game. We replay waves with no upgrade on weaponry. Happy no getting end. Wasted the minutes return you wont get.
You evidently have to be a mastermind at minecraft before you even venture into trying this game. vague instruction set. turns a non-minecrafter player off within minutes rather than showing them some basics or a 10 turn tutorial to get 'started'.
Sorry for being no instructions, this is the developers version completely incomplete.
I like your suggestion and will work best with Boodals to implement your suggestion.
Thank you.
It's a re-load to kong. this was here once before. onlyslightly reduced marks for re-uploading and re-adding a game that is fun , but arguably has nothing 'new' to offer.
If you claim to have 'won' this game, I dont f'ing believe you. It's practically unwinnable. It's addicting, its fun, but entirely wholly and sadistically unwinnable conditions based on too randomized placements of shops, vouchers, elixirs, or dragons when you only have 2 hp and no divine edges or elixirs.
creeeeeepy~ also, please play the game first.