Very good game, when teh matches are roughly equal. However, the matches are often very lopsided as the matchmaking needs to befixed. Part of the problem may be that this is a team based game, and the leaderboard rates single players. also, some "hotkeys" for coordination would be nice. Simple things like "I need help" "follow me" and " defend_____ thingy" that many people are too lazy to type out
Map 129878 is a interesting map. Red and purple, the traditionaly easiest countries, are pinned down by eachther due to a land bridge that prevents violetnam from being taken down a peg. The victor is always green or blue, but is based mostly on who was emplying more clever tactics( I.E. the player)
Oh, and since it wasnt clear, the unit rock paper sccissors relationship can be spotty too. But it is more reliable than the abilities. Just everynow and then there seems to be a hiccup.
Its annoying that I cant actually control what goes down, but It is something I have dealt with before in tyrant. Of the two, I feel like this game has more interesting ideas, and a more interesting play style, But has one glaring problem that tryant does not: The abilities on the cards do not always match what is happening in the game. It is a game killer when abilities dont activate or are not as powerful (or more powerful) than their card claims them to be. Fix this, this could be one of the best games on kongregate.
THis game made my friggin day! FIVE STARS!!!!!! The only complaint: Bugs. Or more specifically, my first priest somehow multiplied and I ended up having to restart because I couldnt access the menues when the game spazzed over having so many active units.
For those of you that dont know, the reason that it takes more money to revive dead troops thatn to build new ones is experience. The units you have with full experience are free to level up and therefore revives are costed to the time and effort you have put into them. And as for why It takes different amounts of money to heal your units, pay attention to their location. Units in buildings have cheaper repair costs then those roaming free, and the cost of healing is also relative to the amount of health lost. Then whether the units are spellcasters (expensive) or melee (cheaper) goes into effect. Pay attention and you can also notice a price shift based on how well you are doing on the level compared to your enemy.
Genius 11, its not about findin the best way to beat a set up. Its about finding your way. I personally love defense, so I have would have all four turrets (counting the hive thing) and a walker of my own. But Ive also run builds where offense was the name of the game, with three walkers and a pair of samurai. Be creative, think about it, and play.
Something I just thought of...why isnt there some sort of ability to repair buildings? It's not major, but it seems odd, especially with how diverse many of the abilities are.
Kongai, easily my favorite game on kongregate....is so empty. This game was fun because I got to mess with peoples minds...and now there is hardly anyone to play...
I may have been a little premature saying you couldnt beat the last level before the turn count ran out. Another run proved that by a few turns. But doesnt change the core of what I'm saying. There is just a certain point where you really can't lose and the temptation is there to just sit around and watch teh bayonets
Kinda short with lots of little things that bother me, but don't really take away from the game.
1.I dont know much about the enemies, and its a little lame that they are so easy to kill and of so few types that it doesnt matter. Maybe a beastiary, more enemies, and tougher enemies would seal the deal.
2. You teased me with the motion and super door levels. I realized it would have been hard, but integrating moving platforms and mad door rushes would have helped that last level from becoming a tower defense.
3. The tower defense bit? 20 turns is way to long to have us sit around. we dont have enough ammo to storm the level, but once you get rid of anything dangerous the little guys can be held off by a bayonet or two, with my other guys sitting around for lack of ammo.
Apart from these issues, AMAZING and its easy to see the work that went into it. As stated, these issues are minor, and dont take away from at least a 4 star rating, though I gave it 5
Why does Practice take a week? I tried it out a few times and when I checked the date nearly a month had passed just because I didnt do training right away.... Otherewise a nice little game.
also, many of the complaints about the Heroes are peopel not paying attention. It says in his opening bit that viegraf is a hit and run sorta guy. Get in, slap someone cross the back of the head, then run. There are plently of stuns and big bruisers to help with this. And the queen really shouldnt die when her attack always has her dodging the enemy attacks. And the last guy starts with first aid, which is essentially a full heal with a nonsensically low cost. IF he needs to run, hes on a horse. He can do it.
I must say, I prefer Hero death to Fortress death. In the other epic wars, Fortresses were honestly excuses to have revenge waves, and without fortresses, there are no revenge waves, hence the game is better. Honestly, I always had to spend so much time on each level just to make sure I could survive the revenge
Scout: "Sir, the enemy has created a foward command post and left a gap in their line wide enough for three men!"
Commander" Excellent! Ignore all the potshots they will take and attack their block house!"
Scout: "Wait, potshots? Shouldn't we fire back at least?!!?"
Commander: "We can surely blow up the block house before we die!!!!"
Scout:" Shoulda been a turnip famer like ma wanted....."
Awesome, glad you enjoy :D