also, the archers don't target the enemies that are further ahead, so I have an enemy one arrow away from death walking by the archer's range and going into the castle while the archer is targeting an enemy that's already fighting a swordsman... Also, having swordsman target different enemies instead of having them all group on one would really be good. I end up having 5 enemies just pass by while 9 swordsman group on a troll
you should really fix the AI... My archers target the units that take the least damage from them and let the weaker 10 units just pass by unharmed when they would've wiped them leaving the stronger ones for my soldiers...
Playing with the Axis sucks, the Allies in the Axis campaign need to be nerfed... I mean, one Ally mecha can take down about three Axis mechas... Bias much?
Two suggestions. First is, when choosing an elemental attack, some form of know on which monsters it will be "effective" so you don't have to always check the enemy stats and the screen doesn't become polluted with info. Second, the skills screen is kind of messy. It's hard to tell which skill is necessary for which... Maybe focus on that when distributing them on the screen...
Very fun and seems to me like an innovative rpg concept. I do have a suggestion: Special skills. Stuff like having a skill that makes the ranger/thief teleport past allies to hit an enemy on teh other side, a barbarian deal double distance/damage on an attack, a Paladin/Templar heal or deal area damage... I dunno, stuff like that :p Maybe even a Mage who fires projectiles instead of attacking himself
Unique character skill is a really neat feature that I would love to implement if I have the time! Thanks for the suggestion.