Suggestions, a summary after a dungeon, of money gained, stats improved, etc. A better way to sort the backpack and tell if an item has higher base stats than your current items.
It definitely feels like a long tutorial, maybe just unlock the extra skills as you progress, winning when you get them feels repetitive and a bit cheap in some cases.
I like the game, only made it to level 5 so far. I find the enemy damage to be rather random, sometimes I'm taking no damage, sometimes I'm loosing 10% of my health per hit. The shield is a little confusing, is it only blocking damage while the power circle is filling? I like the simplicity of controls, but I find it hard to see what's happening when there are several enemies near me. Despite my personal quibbles, I'm going 5/5 for the fact that you are actively enhancing the game.
Figured out upgrading can increase the pop, but not how to reach max pop. So much is unexplained in the game, having access to max stats when reviewing search results would be good. Also cut the delays for training and search, what is the point of that?
I keep running into rule changes that are more and more ruthless. they have us pvp'ing for many hours to get a single guardian as a prize, yet if you flee even one time because you can't finish a match due to interruption, you get a 10 minute penalty to be able to pvp again.
OK, pvp changes were bad, but now limiting us to 25 trainer tokens a week from selling guardians? It's work to farm that way, why limit it? That's quite evil.
Now that DJ Arts has decided to dangle a weekly pvp guardian at such a high level of grinding, I'm going to have to lower my rating. Making us win 40 pvp battles a week to keep pvp rolling, was OK. but 125 wins a week, when each battle takes 5-10 minutes is too much. Allow us to speed up the animations, and I might consider it a wash. I don't mind pvp, but the time committment is over the top.
What can I say, I clicked off the game window after solving several puzzles, and the game started over. I think I'll just watch the walkthrough at this point, no interest in spinning the number wheels twice.
I don't agree with the mechanic of nudging the ball while it's still in motion, forcing that rather contradicts the golf concept, and it reinforces the feel that the controls are very mushy.
It's not supposed to be golf, but we found that "golf" is the easiest way for people to understand the concept. Not being able to control the cube while in the air would not only be extremely frustrating (we tried this at the beginning), but also lead to boring and slow levels. It did however allow for more hardcore players to go for sweet highscores.
I've played to level 22 without spending kreds and I spent the free rubies on inventory space, I think that's the most bothersome limit on the game. I've had a lot of fun for a free game, and I've got a ways to go yet. Being able to summon a friend makes the toughest levels doable with some planning.
Great to have more of a classic, but I get the feeling the physics are a bit dated, and there are bugs in wall detection where sometimes the first chopper can get trapped half in a wall. Not rating it yet because I haven't progressed far enough.
This game looks good, but that's about it. Hardly any strategy. Very unforgiving attack mechanics (easy to wipe your army). You really have to use a guide, and the grinding for dragon eggs/armor gets silly eventually. It's designed to frustrate you over time and get you to buy things instead of grind them. Oh, and it's buggy.
The best items are in the spirit world. Some people get stuck in the spirit world, if they dwell on the death of their wife for too long.