re: my earlier post about grinding gold from weak enemies -- I just realized how amazingly like RL that is. Forcing yourself to do a repetitive task so you can pay off massive debts.
Still loving this. Good strategy is to stockpile tons of gold and treasure on the first/weakest enemy, esp when they cause literally no sum damage (w/regen, etc). I don't have the mental endurance to grind like that though. A small nitpick would be having the mute button unreachable while you're fighting.
very enjoyable game. if there's a way to skip your turn, I'm not seeing it ... and it would be really handy right now, when I'm silenced, and there are no matches on the board, but I don't want to scramble away my hefty bank of mana.
Argument for racing the clock instead of counting fireballs -- this game is about destruction! Being stingy with the fireballs doesn't really capture the feel. Further -- there's plenty of DOT going on, would be a different game if you did better just waiting for the buildings to slowly crumble. Argument against -- some levels encourage fireball spam, which might lead to quicker time vs the clock, but you don't actually get to watch the glorious destruction happening on the other side the screen (maybe a replay option?).
When a building drops a great distance and hits the ground, it seems like it should take a bit more damage, not bounce around like a ball for awhile. And if the fireballs can hop from one building to another, then it does seem odd they can't topple or fall on top of each other.
Okay -- this seems really fun, but I'm getting frustrated. Don't know if anyone else has commented, but I find the upgrade/advancement/ammo mechanic really confusing. I've only played for a half hour, but my biggest confusion is not getting how/when I get more ammo, or how more guns are obtained. Your help guide needs to explain the game as if the person has never played a video game before. Each person may skip over a lot of the info, but that one thing they are looking for will be there.
This was fun to play through ... but found myself wishing it was a little more challenging. I maxed out the machine gun early, and then maxed out Trade and Pickup -- got the Flamethrower and the rest of the game was mainly running up to people and frying them. But ... you know ... that was pretty fun. Maybe I just wish the game was longer, with more and harder enemies!
I see no reason to ever stop playing this game. Meaningful choices at every stage -- trigger happy firing, choosing reinforcements, and an upgrade system with a wide variety of viable strategies to pursue. Consider Outerspatial a reminder -- games are suppose to be fun! If you are grinding to get a badge or achievement, stop and ask yourself: "Why aren't I having fun?"
This is what happens when great graphic design meets great game design. Art is not just for explosions and cool-looking enemies. It can actually make the game easier to understand and navigate too! The whole interface is so intuitive and attractive, it just makes me happy.
If a Ranger appears as "loot" after a win, shouldn't they then be available as a character in the formation screen? <-- This is after wins on secondary quests.
Another game with timed refresh! Perfect. I'll just go back and forth between this and Tyrant. If I can find one more good one, I'll be able to play without pausing.
I also cannot load other players' armies -- it appears for a second on the "bounties" screen, but then I reset back to solar system view with nothing changed. I already beat the game ... could that be messing it up? I also cannot replay old bounties. I want to keep playing, and don't want to reset my data!
Ok. RE: units destroying towers. What it forces you to do is always have enough bones saved up for a fire spell, and not put any valuable units on lower levels. What it adds is a real sense of urgency to kill the warriors. Once I adjusted to this, it was not a bad design element. Still a hard game though. I'm on "easy" levels ... I think "easy" isn't the right word.