I thought it was great the first time, but when I came back to the revamp - awesome.
Plus, there's something amusing about most ministers being escaped fugitives.
Arab, most creators do care about their feedback and any problems you find in the game. If you don't notice a change right away, you should realize that it is not possible to solve problems by snapping your fingers and wishing.
This is a fun strategy game. I gave it 4/5. One suggestion: enemy units seem to be able to move in a straight line, even if they're crossing enemy territory -- not a very good feature in a strategy game. Units should only be able to move on their own color until they reach their destination.
Your progress is erased as soon as you win the game, so if you want to try out survival, do it beforehand. That was a very bad idea on the designer's part.
Story and dialogue was a little weird, though. I thought it might turn out to be Hayne's daydream, which would explain why everything seemed so...silly...but I guess not. Ending was OK.
I love the strategy in this. If you really find it too easy, try hard mode. If that's too easy, try to keep as much strength as possible by the end. Due to connection issues, I got to try the last level three times for the badge. First time, narrow loss. Second time, won with half a dozen tanks but both War Machines; third, half a dozen aircraft and more than a dozen tanks. Learning to use stealth well has been a treat.
@Nanostronghold -- There are quite a few ways to at least begin a line, although a lot of it gets rather...far out, sometimes. But, if you were talking about an 8 in a line of 15, then you can be sure that at least the middle square of the line is part of the eight. You've got to think about it for a while.
The clues displaying seems a little awkward. I see the purpose in their displaying on the playing field -- if you're zoomed in and not on the edge of the field, still having the clues there can help. But they get really hard to see when they're over a filled-in space.
Could you make the contrast between the highlighted and dulled-out (completed clues) a little...more? And the line highlight for which row or column your cursor is in? Just for the sake of my eyes.
Back when I was trying for the impossible, I used to try to get a helper -- someone to play the ASDF keys while I did the arrow keys. For anyone trying now, I recommend that -- if you have someone with the skill needed. Admittedly, the ASDF is the easiest to do, but it seems the willingness to assist another at this game is inversely proportional to their finger coordination and reaction time.
All of you people complaining about the gold -- once you spent ages slaving over a game, then give it away for nothing, you can speak. Until then, shut up. This game has bugs, it has balance issues, it is definitely still under construction. But it is a full game, and it is fun. Be thankful that the gold is not necessary to play. They are not forcing you to pay money. It is there as an option, if you wish to give back to the people that spent so much time working on this game.
I hate the map in this. I wish it was more useful; there are so many screens in an area that a map would help a lot. However, it's just a stupid tiny world map, and you can't even teleport with it! I wonder why the map button is even given a button at the top, because it's completely useless -- who is going to use it?
A couple bugs I've noticed so far:
No check for death on poison damage. Lost count of the number of times I've had a monster with 0 health that I've had to waste a turn finishing off.
When you use a healthkit outside of battle, the health given does not register right away -- you need to move out of the screen or enter a battle for it to take effect. As the healthkit doesn't just disappear, you just can't see the increase, not that big of a deal.
Every time I log in my spell order is randomized. Makes it very hard to know where to click quickly and is very irritating.
Fun so far though.