The elemental casting system adds nothing to the game and seems only to be there for flavor. Magica did it much better. Instead, make all the spells hotkeyable.
3. I don't get the design decision to deny experience for replaying levels, and giving 1/4th the experience for a dead squad. Either give xp globally and without penalty (even to squads that aren't unlocked), or allow xp for replaying levels. This mechanic unfairly cripples a player's army if they don't have all squads unlocked or let one of their squads die during the crucial first time battle, with no hope of salvaging the mistake through grinding.
4. The selection banners are inappropriately placed. Instead of placing them over the flagbearer, it would make more sense to place them near the center of the army. Try looking at takeover (another recent game), it had more appropriate placement for flags.
5. Remove the gold collecting with mouse mechanic, and have gold autocollect, it is an annoying mechanic that most games can do without.
Game looks like a cool concept, some good art, but it needs work.
Some tips for improving this game:
1. Have a path going from place to place on the map screen, other similar good games do it, and it fits with the game, as the protagonist is going from place to place. It makes figuring out which place is which easier.
2. The fight locations didn't look like they had rankings, having gold. Maybe making this a bit clearer could help. Personally, I find giving stars to levels makes it really clear, as other games use that to indicate ranking.
Upgrades:
-For green, get both gold upgrades (lets you rush units easily), the banner upgrade (because banners rock), and the bow damage upgrade and morale upgrade (more damage). Unlock everything when you can, except the damage spell and zealots are optional.
For red upgrade damage to strongholds (lets you take bases fast), +gold for capturing bases (the gold helps), +movement speed (self-explanitory), poison damage (for awesome archers), then +immortal squad units (for the times you want more tank). If you get lots of points, upgrade -cost of undead troops for cheaper tanks and calvary.
For blue upgrade +freeze duration (lets you lock enemy units better), -30% farm cost (self-explanitory), fast exp for squads, +2 gold/supply/mana per magic tower (overpwoered and really helpful).
Unit roles:
-Catapults are too slow. Other units will be able to take cities quicker.
-Calvary is useful if you can take advantage of their speed to reinforce an attack or rush an enemy base and you have the money.
-For support units, wizards are overpowered (they can kill ogres without taking damage, and can hold their own due to freeze), monks are ok (didn't experiment with them much) and assasians are overshadowed by other units.
-Archer units deal a lot of damage, and will attack castles and units effectively, if they don't switch into melee. Red's archers are extremely powerful, because of poison.
-Swordsman units are useful to tank damage, if you are playing as green. Otherwise they are somewhat situational, as they can die too fast for the other factions.
more tips:-Don't be afraid to attack two cities at once belonging to the same enemy, the enemy will only be able to defend one at a time.
-The useful mana-costing spells are the healing and attack banners for green, the attack banner for red, and freeze for blue (it will even freeze units inside of castles). The other mana-costing spells are not necessary.
-Greens ultimate is useful, giving you another ultimate. Reds ultimate is only helpful if the enemy has some units on the field, otherwise they will heal while you take too much damage. Blue's ultimate is useful for getting extra gold and mana.
This game is easy. I beat everything on perfect without too much trouble. Some tips for people trying to get all perfect (I refer to the factions by their color, not name):
-In my opinon, only the undead spell is really devastating. Be sure to take their magic towers before they have a chance to use it, if there is a spell that you don't want to deal with.
-Early game, your priority is to take a nearby city with a couple of troops. If you only have enough gold for one unit, focus on getting a treasure chest, so you can upgrade supply for more units. When you have enough gold try to take a city.
-Whenever you get slots, always use them to upgrade supply whenever you have gold and you are at maximum supply. The other slot upgrades suck, unless you are trying to get the in game achievements.
-Upgrading cities is a bad idea, it takes way too much gold, and only gives a slight benefit. Instead save it to bring in reinforcements or expand your army.
best strategy for the game is to maximize wisdom. This allows you to bomb more and more often. The benefit becomes exponential with level, and soon you will be able to bomb nonstop. Dragon choice is personal preference, but I picked the paladin because the homing missiles do insane damage. For charms, the convert health to mana I is good, it gives you an extra bar of mana for free. Free castings could be nice but expensive. But be warned, you are vulnerable.
This is a really great game. The game is easy to learn, hard to master, which is nice. Some of the neat mechanics, such as acidic worms and crates are only seen once, which is a shame. Some of the puzzles really required thinking. I also loved faultline. Keep up the good work!
Whats annoying is that I need to get to 550,000 feet for my last achievement, without hitting anything. For gates and obsticles, learn to shut off the engine and steer.
Mine Blocks 2 has better platforming physics. I've gotten much better at making engines since I started this a year and a half ago.