I hit a bug during the tutorial: I was asked to click on the vodka shot recipe card, I did, then I filled the vodka shot, and now it's just sitting there. The game is at a standstill now.
Fix the "loose" error in the upgrades ("avoid loosing a building.") You lose buildings, they are not loose (unless they're a house of ill repute, I suppose.)
Oh, also, it really needs to track your progress in mission completion. In fact, if completing missions gave rewards, I could see this game being very addicting.
This game has a lot of potential, but it needs improvement. One improvement I'd like to see is that the staging field remembers how I last set up the troops. I might like to only tweak the formation for each battle, not completely redo it. Same for saving the game -- it'd be nice if it remembered my name so I don't have to re-enter it. Also, completing a mission shouldn't end my game, that one confused me.
It's hard to deal with the fact that the guys in the back get very little XP, and thus no upgrades. By later in the game, they end up being useless because they can't do enough damage to get the XP they need. My suggestion: Set up a way to move the guys around between rounds so that we can get them to balance out in XP garnering.
bug: computer played doom (kill enemy monster with lowest attack), and it killed my alien (5), when I had a golem (4), greebler (4), skeleton (3), and minotaur (6) on the table with it. That definitely wasn't the lowest attack!
The odds are working out better in this version than the last one. I think the changes in how the dice are thrown has improved the game play considerably.
Hmm, here's an interesting bug. Twice now I've tried to create a part of 2 clerics, 1 warrior, and 1 mage. And what I've actually gotten was a party of 2 warriors and 2 clerics.
I programmed a simulation of the attacker and defender dice, and came up with (after 1 million rolls) defender winning approximately 63.1% of the time. This means that the attacker is losing almost 2 armies for every defending army he kills. That favors camping.
The statistics for the offense/defense rolls were not well thought out. In Risk, which this game is obviously based on, the defender gets to defend with a max of 2 dice, but wins ties. This offsets the advantage of winning ties. In this game, both attackers and defenders roll the same amount of dice (if more than 3 troops), but defender wins ties. Even if the AI is not cheating, this gives the defender a tremendous boon. There needs to be more advantage to attackers.
I started up the game from its "saved" state, and while I have access to the higher levels and the same amount of money I had before I left, I have none of my new powers.