There is one small thing I would like to have added (but I don't know if it will mess with the purpose of the game) - I want an automatic upgrade button. For instance, there are some guys I want to upgrade but I don't want to click so damn much because they go by single digit upgrades instead of multiples of 10 or what have you. Instead of clicking an insane amount of time to upgrade them, I would like a button that would be like "use all my money to upgrade as much as possible" or a multiplier button that would appear that would be "upgrade this person x10, x25, x100 etc". If you could make that happen, I would be very very grateful.
Instead, I just click percentage points up in hopes that it might yield me a bit of an advantage. If you could, explain those stats a bit better and contextualize each stat/strategy/character to make players understand how to customize them to best fit. Please don't take these criticisms as the only thing I got out of the game - I loved the concept, I love the depth, I love that it feels thought out. I also love the setting - great job! I do feel that the game is ambitious and shows a ton of potential because it feels like the characters are highly customizable and many styles of play can be accomodated. Also, the depth is evident even in the first few minutes of play. However, for me, not understanding much in the beginning of the game and the lack of context and real goals makes it hard to keep plodding on. Please don't hesitate to ask for me feedback from me.
Great feedback! Actually each class starts out as more of a sandbox than a defined playstyle. Paladin for example can become a primary healer, a primary attacker, or an anti-control support player. So there are some open ended elements that can leave you confused if you are used to having predefined class roles. The goals of the game are highly dependant on the community. While the individual goal is to get stronger, the overall value and direction of your character ebbs and flows with the current needs of the community as a whole.
I could only play this game for a few minutes before feeling both a sense of being overwhelmed and underwhelmed at the same time. First, the user interface is too cluttered - I don't want to scroll down to see things. I don't mind clicking different buttons to bring up menus but scrolling down is tiresome and doesn't make me want to continue playing - I want a straightforward layout. Second, in the introduction, I have no clear idea of playing style for each character and in turn what the advantages/disadvantages are of choosing, say, a mage over a wizard- a control class over a physical class. That is not clearly dilineated. Third, there is no clear concept of what my mission is, what my path is and how the leveling up works, It feels, for lack of a better word, disorganized. I don't have a concept of anything involving leveling up stats, strategies or how to plan to make use of leveling up.
As heimall said, this game has great potential. A few ideas: add hot buttons, explain the strengths and weakness of each character, grey out maxed out troops or at least put a counter on them so people know the max amount to buy, and give more of a fleshed out introduction to the mechanics of the game ie that money doesn't regenerate after combat, how to wisely strategize money, how the upgrade system works etc. Great work nonetheless
Great feedback! Actually each class starts out as more of a sandbox than a defined playstyle. Paladin for example can become a primary healer, a primary attacker, or an anti-control support player. So there are some open ended elements that can leave you confused if you are used to having predefined class roles. The goals of the game are highly dependant on the community. While the individual goal is to get stronger, the overall value and direction of your character ebbs and flows with the current needs of the community as a whole.