Excellent game; makes you think outside the box. Needs more levels! Reading over the other comments, I found you leave the green angle piece on level TEN where it is, but for ELEVEN you definitely have to move it... and that move needs to connect to the other green immediately.
Chrome Version 78.0.3904.97 on Win10 Version 1903 (OS Build 18362.476) works perfectly. Best level by far was when you needed to use both the switches and rotate the lines to connect the path.
Some actual numbers would be nice. For example, if I'm looking at two critters about to attack me, one about to do "triple damage" but a ranged critter is also about to do "double damage" down the list, I don't know which actually will hurt me more to know who to spell. Thanks.
@MasterTT, thanks for your thoughtful reply! 1) AH! There it is. Right next to the right scroll. I'm blind; thanks that helps! 2) The arrow I see undos ALL moves. If I've already issued a half-dozen move orders for half my army, then 'oops' the next in the same turn, I have to undo all 7 moves and start again? (Or am I blind to another arrow.) 3) Thanks, no rush. I'm obviously still playing and really enjoying. Great work, and thanks again for your helpful reply.
So let me start by saying I REALLY like this game! But I have some feedback/asks for gameplay suggestions: 1) Could there be an "undo LAST move" option instead of ALL? It's a PITA when you make a mistake as the last move of a 10-part attack. 2) When you get an achievement, can either the window open to the achievement available, or have it float to the top? (Scrolling through 17pages of achievements to find the one I got is frustrating.) 3) Can I cancel a unit purchase? During the place on grid phase, if I realize I didn't want that item just then, I can't find a cancel option. (()) But these are all fine-tuning requests, I'm really enjoying the tactical replay-ability. Thank you!
Heya scout, i have a few replies: 1) you can click on an arrow to cancel the movement during the select movements phase. 2) there is a button to filter all achievements that you already completed and collected. 3) you are right and this would make a good improvement. The way the game core is set up will make this change quite work intensive, which means i will probably not pick this up anytime soon. I will add it to my todo list anyway. Thanks for the suggestions!
Great update from Crusaders of the Lost Idols! Much more engaging, including background bonuses. On that note, two things: 1) A bug: the first time (in any adventure) that you cut the head off the goblin in the bush, there's no gold. Afterwards he's profitable (for the rest of the adventure). 2) Request: The fact that you can retract the upper HUD is a bonus when trying to click Mach-5 crows etal. but you retract to much. Please leave just the gold count and DPS on the screen (left) and the green progress bar on the right. Or, alternatively, have three states: All (like now), mid (like I suggest), and none (like now). Thanks and great game.
O.K... I'll bite. Every few minutes or so there is a sound-effect like all the different individual sounds going off at once. What is that? Am I missing something obvious?
Ending the Day should be a two-step process. 1) Pay the amount to end the day, then 2) Move to the next day to collect XP. Since you can't carry money to the next level, I'd like to maximize my purchases, and I've bought too much stuff so I had to go back to saving for the end of the day a few times now. Play should be: 1) Pay the day fee, 2) buy everything you can with money left over, and 3) move to the next day.
A really simple idea (that I can't believe hasn't been done before) done very well. My only big frustration is that the only way you can watch for when upgrades become ready is to pull up a window that blocks most of the view of the on-screen destruction. Can you add "^" button next to, or inset within, the ball purchase button, that lights up when you can upgrade?
A great game. I love the snark, graphics, gameplay, and pop-culture references. That said, may I offer four suggestions? 1= The biggest thing, when using the dwarf, I sometimes want to SHOOT something two hexes away (esp. Gas Spores). If I click ANY enemy two hexes away from my dwarf, please next ask if I want to shoot/charge. 2= The fame level rewards (FLR) are great, but there's nothing from 16-49. Maybe space the 11-15 FLR across levels 12-20 instead, and add two more FLR for 30 & 40? That will entice us to keep playing between 15 & 50. 3= When two pit/water hexes connect, the hex separator between them hangs in mid-air, changing the atmosphere from ruins with tiled floors to an obvious game-play construct. 4= When I'm pilfering a chest in a room full of still-oblivious monsters, after the crowd either cheers or boos, what if there's a "Shhh!" after? I mean, "I'm trying to be stealthy here, people!" = But that all said, an excellent game well-deserving your November Winner status.
Really awesome game. Fluid motion, a good thinker, and scaled nicely. Just hate the current ending, where when you complete the last level - seamlessly and without comment - it just loops back to the first level as the "next" level. No congrats? No thanks-for-playing? Nothing?
Did anyone else go dig up an old pair of 3D glasses, because you interpreted the instructions as, "You can compare originals to 3D parodies"? No? Just me? O.K. then......
Good little retro game, that definitely reminded me of my old Commodore 64... right down to the 8bit music. Two big things though: 1) as said here multiple times, needs some sort of =Attaboy!= ending after Act 3.3 is won. 2) "Atk Speed" is sorta useless without something to reference it against, so we really need a DPS stat, i.e., is it a good move to lower "Damage" by 200 to increase "Atk Speed" by 5? (Who knows? There's no way to tell!)
One other enhancement to consider: if you place a number, and decide you don't like it there... double-click sends it back to the start... instead of having to drag mistakes off the field into the boxes below. Otherwise, a nice concept.
Awesome game. The biggest issue has already been said: fixing the complete reset on level failure. But a close second for me would be to have CHOICES at the end of each level instead of just auto-jumping to the next. Sometimes when a solution does something unexpected, but still solves a level, I'd like the option to replay it so I can better understand why it did. Beyond that; love the concept... and how this game is making my brain hurt!
Heya scout, Click the arrow representing the movement between two territories on the map, (not the undo button) it will only undo that movement