1) would like checkpoints because a lot of the jumps hurt you even if you do it right. 2)I died and the music came back on when I revived even though I had it muted. Other than that I thought it was a fun little way kill some time.
I don't mind the slowness of the overall game (not counting lag slowness, but that's always bothersome). My only complaint is the defense quests; I understand they didn't get as much work as the other aspects but I feel you could've just waited to release a little longer then. Or at least make it so you didn't go through the attack animations EVERY TURN regardless of if any enemies were in range or even on screen.
@triple, you will find new units for defense missions as you explore the dungeons. you get a soul that you then have to use in your inventory when you get back home. you'll also find some automatically during the game. I think the max is 6 though so be careful about having units you don't want/need around
Third choice=your crafting skills (in order the choices will affect your: blacksmithing, tailoring, alchemy, scavenging.) Fourth choice=first choice either weapon attack or defense, second weapon defense, third magic attack/defense, fourth cooking. Fifth (and final) choice=first option affects tactics and/or blocking (still not sure), second option anatomy, third and fourth options unknown. Starting weapon and potions also vary based on the fifth choice. Because the values fluctuate I can't figure out any kind of set gain and I tend to get skill points I didn't choose (Not enough to raise a question about what seems to affect what, but I don't know how to determine base stat ranges or anything because of it.)
More testing, if anyone wants to correct/confirm this please do: first choice=no effect. second choice=first option weapon attack and defense (and possibly tactics), second increases archery and dodge, third increases magic attack and defense(and possibly mana lore), fourth increases defense skills and spell resistance.
Does anyone know what choices affect what stats? All I've been able to determine with any degree of accuracy is that: your previous career affects your weapon and other combat skills as well as your starting weapon (and your weapon in the "fight" with the demon before the tutorial) and the third choice affects what crafting skill you start with some ability in. (I think "found things" means you have a higher scavenging skill than normal. only not obvious one from the get-go.) Also, the values seem to fluctuate between some kind of a range; getting one value with one set of choices does not mean it'll be the same next time (ignoring gains from the "demon fight" which I don't think even carry over and from the tutorial if you go through it).
Needs better accuracy; if I miss because of wind or because my gun moves an inch to the left, fine. But I should not be missing when I'm dead on and there are no outside factors affecting my shot(s). Also, there's no "home" button for getting out of casual mode if you "get stuck" like it says. I like the series and the general concept, but this one just falls short.
played this on age of games the other day. It's good but gets repetitive fairly quickly. Also, a few things that confound me: why can all classes use shields if using one would force the mage and archer to have NO OTHER WEAPON (they can still attack but damage drops to the point that it's like beating them with a feather), why do mages only have the one weapon slot (for staves I can understand only one slot but a wand?), and archers are extremely overpowered with bow slam and ice arrow/lightening arrow/arrow rain. And it pains me to say that because I like playing an archer.
interesting little trick: if you play as the mage (the normal difficulty character) and use her resurrect spell (hotkey number 7, the last one you can unlock) you can revive your units AND enemy units. Nice little trick if you don't feel like using more mana to send fresh units and wait for them to get to the other end of the map. Buff spells work the same on them too if you revive them.
also a minor graphical glitch: when a battle ends the fast forward buttons stays visible while the rest of the unit/spell bar disappears. Doesn't affect anything, just odd.
I like this game. Just a few little things: a way to sell extra weapons and characters would be nice since you only need at most 4 of each (5 if you want to always have 1 of each for whatever reason) and a little mouseover popup to see your units in battle (at least on the summon panel), and maybe include the items and characters we're using but don't necessarily still have extras of for comparison. Still a solid 4.5 though, just those little things that bug me. Thanks for the fast forward though.
I just gave the game another chance. Evidently, the cards that I bought last night that weren't added popped up. Maybe if the cards don't show up right away a simple refresh will get them to show up. The fact remains however, the cards should show up when you buy them and not when you refresh.
Cumbersome interface, particularly the combat and deck organization system. Glitchy (just had the same "bought a pack, got no cards" problem kiarra experienced. So much for getting myself a present for hitting level 5) and the tutorial is not particularly informative. There's so much information in the game guide that I feel should've been explained in game (combos, stats, instant vs non-instant cards). I saw this game and thought it'd be so much fun, I wish I had been right.
All achievements earned. Not too hard either, considering I got the 2 hour medal right after I finished level 30; right after getting the last weapon. I was expecting the nuke to just blow the whole screen up, not just smash bugs like the anvil. Nice touch making them only go off if you shoot them. Just one question: why do I only have 96% game progress if I have all of the medals?
Very fun, very hard game. I tried for the 20 main levels complete badge without cheats and going for the no health upgrades medal: not a good idea. Couldn't get through the third boss or final row of levels. So I turned all 4 cheats on, and I feel no remorse. Still can't seem to avoid getting hit enough for the A ranks on them though.
so I click on the ship to fire and I need to click on the ship to drag it to where I want to move it to? why not just autofire and follow the mouse instead of needing to click and drag? I like this game and it's not a horrible setup, it just seems like it could be simpler.