Seriously, nanowar-like game makers, you need to stop with that "blind mode" junk. Not being able to see the numbers of the armies does not make the game harder, it just makes it dumber and luck-based. It's like playing chess with a fricking stone for every chess piece, it's simply retarded. If you want to create a hard mode, make a better AI. If you can't make a better AI, give the opponent more troops. But seriously, a game where you don't have all the information is not a strategy game. Don't take me wrong, I really enjoyed the game, but I just hate that particular feature that has 'lazy game developper' written all over it.
The game actually has pretty complex AI.
Each color cloud has a different strategy, and strategies are different among difficulties.
However, the amount of actions the AI can perform is very limited (send clouds, upgrade), so the AI looks simple at first glance.
If you prefer, I can leave out the "no numbers visible" next time. That's even more lazy.
If you're having problems with tanks (like, on the final level xD), it's perhaps because you don't use the fire skill to its full potential. Actuially the explaination for fire was not 100% clear. Keep in mind that 1) Fire *stacks*. That means that each shot, whether fom the same tower or from a different tower, creates a damage-over-time effect that stacks with the other damage-over-time effects already present with no penalty. So if 10 fire towers attack the same target, all the fire effects will stack. And 2) The power of the fire skill is proportional to the power of the shot (it says 10%, whatever that means). So don't bother with putting lvl.3 cannon towers all over the map to apply the fire effect (like you can do with freeze), it's useless because the damage will be very low. Hope this helps you like it helped me :)
Like the others said before me : great idea, decent but not great execution. What I would have liked to see : 1) a tutorial, especially on how movements work (rejected skills is hard to grasp) 2) other painters giving hints on the markets, since right now it's just trial and error, and 3) an actual ending (very important!). I would have made multiple endings, like make lots of money/create your own painting school and have lots of painters join it/be provocative and break the trends each time/a secret ending which is hard to get but is very rewarding. Hope this helps!
How to beat level 4 huh? Well, my advice is to build salvage yards very quickly, keeping only minimal defense : you don't need more than shovel men and 5 max population to defend your base while maxing out your economy. Only when this is done, start building army buildings and trailers. You should always send your shovel men in groups rather than individually, they are much more efficient this way, especially against harpies. When you hear the scream of a harpy being summoned, start mashing the shovel man button like there's no tomorrow, they're very threatening since they hit hard and fast. For the big fat zombies, the best counter is obviously priests, but you can't afford them when they first come into play, so instead you'll want to use the harvester (the best power in the game!) : wait until the first fat zombie reaches your base, then summon the harvester and you'll have a very long break. The rest is pretty straightforward. Good luck!
This game's idea is good, but there are severe gameplay issues. First, defense is useless, even if you put all your guys in defence you always get one on your territories taken each turn (that's perhaps because I took the entrepreneur profile, but still). Second, rival family relationship is worthless, they initiate attacks against you without you agressing them in any way even when the bar is 100% in tolerated zone, which doesn't make sense. And last, the number of mobsters needed to attack a zone should scale with how well the zone is defended. The enemy shouldn't be able to defend his zones well if he does agressive hit-and-run tactics all the time.
This game is pretty good, like the first one. However, what bothers me is the fact that the flaws of the first game have not been corrected. 1) the melee units don't attack the enemy castle when there is one single enemy unit nearby which makes them useless in a siege and 2) the lack of resource equilibrium between units : some resources are overused especially at the beginning of the game (iron!) while some are useless until you get the units which make use of them.
I think that the enemy gunners are actually stronger than the final boss. On the one hand you have a guy that shoots precisely at you no matter where you are and can avoid bullets even after they are shot (!!), on the other hand you have a big pack of slime that lets you pass trough its mouth without even trying to eat you, and that goes down very easily once you've figured out how to use the switches. Seriously, the camouflage gunner should be the final boss ;)
To dev : firing workers actually *does* make sense, and not because of the money. Suppose you have trained your workers in the wrong specialities. Since specialities can't be changed once they are taken (unless I'm mistaken), you're stuck with that. Firing them would enable to get a better repartition of skills. However you could just allow a worker to forget his speciality and train in another. But seriously, it doesn't cost you anything to allow us to fire workers!
Pay2win 'multiplayer' games get ratings of 4/5 and this awesome game is so low rated? I think there's something really wrong here. Sure, it's far from being perfect, there are several annoying gameplay flaws, but at least the idea is great and it's *fun* playing it. The same can't be said about lots of high-rated stuff on Kongregate these days. You get a clear 5/5 from me at least ;)
It's funny how so many people criticize that kind of "multiplayer" pay2win facebook-like games, yet they still get rather high ratings. There's a 1-star button, why are you so afraid to use it?
Any game with a pay-to-play energy system gets an automatic 1/5 from me, no matter how good it is. Leave this kind of game to Facebook : that genre is completely out of place on Kongregate. Players here have standards.
The final boss is a bit anticlimatic. His attacks are powerful, but his health is so low that you can get him in no time by spamming death ray and shield/shockwave combo. For me the hardest boss in the game was the first boss!
Darkfolk is completely OP... just increase his dex and power and buy him good weapons, and he can one-shot anything with his boom attack, including all the gods and the final boss!
Actually SirenSong, there is a notion of karma in buddhism as well. See that for example :
http://www.buddhanet.net/e-learning/karma.htm
Seeing how the game is written, the author has probably been to Tibet at least once, and is rather familiar with its culture.
To developper, important question : does rallying villagers increase the chance to get a refined item, yes or no? There has been lots of debates on that on the forum and it would help a lot to get a definitive answer. Thanks.
In life there are mysteries that may never be solved. Things like how do they get the creamy filling into Twinkies? Also, magnets: how do they work?! The relationship of rallying villagers and refined items may forever be one of those mysteries.
Who thinks like me that the weapon and armor shop completely suck? You have almost the exact same items as in class-specific buildings, it's ridiculously more expensive (10* more expensive in resources for T2), and you can't get refined items. So what's the point? The only item here that doesn't suck is the scally cap, because it gives a decent hat for sets which don't have one. Sure, crafting there cost no item, but they don't even make the stuff that costs shiny rubies or diamonds, the only two items that you can lack. So these shops a complete waste of resources.
I lost against a combination of 3 spiders + 3 stoneskins because of a hitbox glitch : since the stoneskins are so big I can't attack the spiders with my archers. This is really annoying.
Wood farming advice : use 2 adventurers with scavenge II + ricochet II on the first floor of ironbound against the 6 heavy sweepers. Protect them with a high defense hero (knight for ex) who takes only 1 damage from each hit. Take off all the equipment from the adventurers so they do low damage, so the fight lasts very long. Since resource gathering is automatic you can even go do something else during that time (I'm writing this message while farming xD). You get about 2k wood each time for only the 6 sweepers.
Shiny rubies and diamonds are by far the rarest drops in the entire game, yet they don't show up as "rare" items. "absurdly rare" is actually more accurate; Only the grand smoker and grand ghost drom them, and with extremely slow rates. Can't you pleeease make common monsters drop them? They are required in a lot of pretty basic items, so you can't play without these!
The game actually has pretty complex AI. Each color cloud has a different strategy, and strategies are different among difficulties. However, the amount of actions the AI can perform is very limited (send clouds, upgrade), so the AI looks simple at first glance. If you prefer, I can leave out the "no numbers visible" next time. That's even more lazy.