Great game.
I'd suggest showing the medals before starting a level (especially when clicking the 'next level' button) and some sort of reduction of damage of tank damage when there are buildings in the way--i.e., some have complained about tanks causing too much damage when there is one little hut--how about the other way around and having the tanks cause some collateral during the start of the round?
Great game! Occasionally, you can cast an errant spell post-victory screen after clicking the chest (maybe related to stun?). Being a grammar dude, I'll have to point out the correct spelling of 'preparation' on the dialog screen with the demon after collecting both the sword and shield, as well as the fact that it's a run-on sentence :) A "drop cheapest item" feature would be nice. Also, some sort of preference for the confusing re-sorting of items after a sale would be very helpful--I've lost a few preferred items due to lag and this feature. Finally, it would be helpful to better distinguish the actual initial storyline quest. I ended up playing "adventure" many times after playing the initial quest screen just once. It wasn't until I was very well leveled that I discovered the story quests. Perhaps some sort of catch if your AC exceeds a certain amount and you've not started the storyline yet? Anyway, great game!
Broken badge description! You can't get the Renewable Rocket Fuel Fanatic Badge if you select Free Play Mode. Now what am I going to do with $52 million dollars?
Great game!
Maybe I'm just special, but Mac or Windows, I can't get the PB badge to work (best so far: also seems broken on both?) regardless of 25+ scores (high: 47!).
Also, Chall15 says "Essence of the Soul" isn't available, but sure is for the opponent deck.
Having a 'restart same challenge' would be nice on fail rather than having to select and roll to it, or at least a keyboard command for "spacebar" to start the level (I had to restart Chall15 at least 20 times after getting killed with the first opponent card.)
Also, apparently, Chall19 even tho creatures only 'counter' attack, it apparently doesn't include playing a 'betrayed' card :(
It might be helpful to better display the conditions--like in where you're being forced to pull a discard or there's a inv active--more than once i was a dork and discarded a card i intended to play. The computer doesn't get that disadvantage. (E.g., Inv could take up the entire space, not just 1/3 of the block)
Again, great game!
nice game!
Some hopefully constructive ideas: 1. Allow attack on discovered cloaked enemy, or allow movement through unit. 2. Only allow one counter-attack per enemy per round. 3. Move the options and nextunit buttons to the left and enlarge, make end turn button smaller--easy to hit end turn on accident. 4. Move Xclose button on item select menu so it doesn't overlap with the end turn button to avoid 2xClick end turn accidents. 5. Or, have option to verify end of turn. 6. Allow commandos to attack air targets, even if minimal dmg. 7. Better Z axis rules--Even if you don't allow multiple units per square, allow water units to move under bridges if ground troops are on them, allow ground troops to pass squares with air units. 8. Allow bldgs to be destroyed, instead of only capturing them? Basic war tactics would be to reduce income to opponent, even if you don't collect. 9. Better map scrolling--eg, allow if unit is selected.
Thanks!
UI needs better selection mechanism, including team based identifiers. Way too hard to instruct. Map scroll is horrible and minimap needs to have transparancy and target selection through minimap. Having a little more info about tactics would be very helpful. Also, weren't there guns in WW2? Or did everyone just use rockets?