The game tries hard to offer various puzzle/arcade tasks. Each level is something different. Still, i'm just not too much into this type of games. Maybe it's just that each of the puzzles, taken by itself, is nothing really special. So, the fun with each is just enough to last for one level. The game is good overall, but there is just no replay value
And yes, you need an "x4", "x8" and "instant resolve" buttons in battles. Maybe even a "pause" button, if you add some popups for units to show their stats, in pause the player would be able to view the units' stats without hassle.
2. You can't see the stats of enemy units. Yes, i can somewhat guess the stats from their appearance but to me as the beginner the outcomes of battles were almost unpredictable. I never really understood why i lost or won. Also, you can't see which army you will face in the next battle in campaign. Meaning, you will have to lose at least once to just see it. So, a preview screen is needed when you click on a mission in campaign. Also, when you click on an enemy, its stats must be shown in some popup or non-modal dialog in the corner of the screen.
Why not just make the gold to be the limitation and let the player create any type of army, given that the gold is sufficient? If you want to limit which kinds of units the player wants to create, use the Medieval 2's system where cost of unit increases if you create >4 of the same type. Missions could just unlock the type of armor/unit that can be used in unit design, much like Alpha Centauri or Warzone 2100. And then you surely don't need to give gold for losing the battle, duh. That way gold is not a resource in the game: you can just grind it endlessly by losing. Or is gold taken for repairs? I didn't see that I guess.
An good game concept but not polished yet.
1. In act 2 i have 2 armies already and kept playing with army 2 for some time. Now I want to switch back to army 1 and feel lost, there are some outdated units there and i essentially have to re-start with army creation. Overall, army creation is pretty tiring, mostly due to the fact that there are so few weapons/armors of each type. You end up making a whole unit design to just create 1-2 units of that type and it's pretty clumsy. E.g. i had to create a "maceman" and a "light maceman", one with a shield and one without because the were so few items of shields around.
Oh and yes, an auto-save is needed before every battle. I just tried beating level 2 twice in a row and died - boom, game over, have to start again from the very beginning.
Looks like an interesting deep TBS game, but I must agree with other reviewers that the game is too slow pace: slow fade outs, animations. And the battle controls aren't optimal. Many of the orders could be streamlined and done with just 1 click. I'd suggest that the devs check out Hero Academy game for iPhone: there you can issue orders with 2 taps (select the unit, order) or even 1 drag. The current control scheme with even a separate button for Move reminds me Dune 2 for PC from early 90s. But all strategy games after that realised that 1 click is just enough for movement.
could be a nice game in Theme park style, but 1) graphics too unappealing, 2) too much text to read, 3) pounds instead of $? 4) i wonder anyone would want to play econ simulator on flash?
Nice idea and has potential. Actually needs more stuff, dunno what, maybe more game modes or fields on surface of other geometrical object. Music is great, graphics ok, could actually be better