Okay, points for style... Even if that style is clearly borrowed. This is very professional-looking, and overall, it works very well. The storyline, as has been commented, is rather on the heavy-handed side... One could get the impression from it that, literally, the only good man is a dead man. A little more ingenuity in the missions would be appreciated as well. Different target points in the head are all well and good, but sniper games have come a long way in imaginative level design, and steps forward are always appreciated. Room for a sequel, I guess. Overall, a worthy effort.
This is cute, but boy, is it buggy with its achievments. I completed the Kongai card (350 height) challenge, yet somehow managed not to get the 250 height achievement?...
Really fun... But having a link in the play area is the height of stupidity. They couldn't have put it at the TOP of the screen, where no zombies come from?!
Some ideas along the "they don't play the way you do":
* A character whose primary modus opperandi is building up a mana/gas/energy bar over time to deliver a single devestating attack, and how to prevent, counter, or compensate for it.
* A character who makes you fight with an identical set of abilities to their own (sort of an opposite of the standard mirror match cliches.)
* A fight taking place in an arena that slowly fills with water, progressively "submerging" abilities on both sides; if the battle isn't resolved quickly, both sides lose.
* A fight without timing, but in which you have to use each of your powers once before they all refresh.
Just throwing out some brainstorming.
I've been thinking... I often have a problem with fighting games of various sorts where bosses amount to "They do all the things you do, they just get to do them *better*"(faster, more damage, more hp, more resistance, etc.) That the player "has to exercise his mind" has always seemed a hollow argument for what amounts to compensating for lacking AI. It's much more interesting, when it can be done, to have the player face *unusual* powers- how do I defeat something that doesn't work like I'm used to, using the same toolbox of abilities?
I won the game on normal with a Juggernaut, so... I think I get a pass on the "whining" charge. This game is fun, and the idea is great. But some of the enemies are cheap in the extreme. Reflects that take half a second to execute? Instant slows? Enemies with 2x your HP? Often I thought, "If I had my *enemy's* power set, this battle would be over in no time flat." And pity the poor sucker whose best powers go off when the foe is immune or reflecting. One mis-timing can cost you a battle, while your opponent's margins are much more generous. Victory is often less "strategy" than "memorize the attack pattern." Also, the artifacts are really stingy in their bonuses... 7% less stun time vs. 9%? [sarcasm]That's worth 300 GP[/sarcasm]. Only +stun times are consistently, significantly worthwhile. If there were a sequel I'd love to see opponents who fight *smart* enough that they don't need the sometimes ridiculous advantages they get from much better powers, enhanced damage, and more HP.
Sorry to say, I'm having save problems, too. I beat the Dark Elf and Human campaigns, and when I came back to play the Orc campaign, there was no recognition in the game that I had beaten the earlier ones. Now, coming back (having beaten the Orc campaign) there's no recognition that I've beaten *any* of them. *sigh*. It's a fun game, and I appreciate the work that went into the art and music, but it's frustrating to have to contemplate re-doing lengthy levels all in one go.
Oh, and for some reason despite equipping myself with a melee weapon, I keep getting sent into battle with a bow unless I specifically give it to a different teammate. And I get the impression there's supposed to be a way to switch between bows and melee weapons, but I can't seem to do so.
I imagine this wasn't easy to program. And the concept is good. But man... The collision detection is questionable, the "critical hits" seem incredibly arbitrary (sometimes one hit kills, other times enemies run around looking like pincushions with nearly full health) and your teammates aren't just "noobs", as the comments say, but detrimental- they'll pin you between themselves and enemies, get between you and enemies when you're using a bow, and generally rack up kills for enemy teams like there's no tomorrow. A few seconds of invincibility (and perhaps inability to attack) on respawn would reduce the number of "cheap kills" enormously.
Golems (withstand 3 hits from End, don't fly into air), Angels (high damage, high hp, kill all the nonsense behind the End) and hobbits. Lots and lots of hobbits. Tolkein would weep, for the hobbit carnage. Just- as has been said- no dragons. You can keep up a constant string of hobbits and golems and still have enough mana to summon an angel every time one becomes available, but if dragons are in the mix, it doesn't work- and dragons, with their lower hp and range, aren't worth it against The End.
This game could really use some empty space around the border- it's way too easy to die from clicking outside the box, especially if you find yourself near the edge of the screen.
And for the love of all that's good and holy, could ships PLEASE leave their ports with a destination in mind?! Watching ships lollygag back and forth in the Indian ocean while the emergency measures escalate (...Leading to Madagascar closing its shipyard, cough cough...) is both extremely irritating and unrealistic.
This is a great premise, but the execution comes down to a lot of waiting and sometimes unavoidable failure through sheer bad luck. Refugee movements after a natural disaster, awareness of the sheer permability of large borders, and less closing of borders and airports in response to nonfatal diseases with no symptoms would be welcome...
As far as I can tell, the "killed in a row" only applies to monsters killed in one hit. One of several things the game could stand to clarify (like what skills like "dual gem master" actually *do*...) There also seems to be a bug- at very high levels, some of my skill point choices seem to be "undone" when I load a save (fortunately I seem to get the points back so I can rebuy them.) It's a pretty good variant on Tower Defense, but it's got some rough edges.
The basic game is a neat idea, but it could use some tinkering. It really ought to be possible to discard more than one card a turn, and something should be done to make fences less effective; right now they're much cheaper to build than castles, and harder to breach (consider the high cost and relatively low efficacy of "Swat" and "Wain". A card that specifically targets walls would be a nice addition. And a multiple discard would mean players with low resources wouldn't get stuck helpless with nothing but Banshees and Babylons, and players with high resources wouldn't get stuck playing archers and knights while an opponent running on luck alone eventually pulls off a Curse.