Thank you SOOOOOOO much for fixing the breaking mechanic! I've been able to send my heroes out on 20 quests now without a single broken item. Oh man, things are much improved in that regard, because now I can build with confidence knowing that I won't have to spend half my day creating new items to replace what they were losing like every mission, even when it was 3% or less.
Man, I love this game. It's so reminiscent of the old Eye of the Beholder type games, but with a completely fresh delivery. The languages are very attention-getting and the character choices insist on replay, because no matter how you do things, there's that urge to see what the other classes you didn't pick are like. 5/5
Additionally, it appears Dojo's team still hasn't learned how to program a flash game to not have a massive memory leak that makes their game unplayable, yet still somehow gets badges. I'm not sure how this keeps happening short of relations with Kong's staff.
This game commits the major gaming sin of "Make the Player grind at level 4 by inserting a massive difficulty spike on level 5. Once the player maxes their skills, they can then proceed through the rest of the game which is much less enjoyable because of all the grinding on the crappy 4th level."
Nice update on the dungeons. Now parties actually mean something and I can progress a bit further. The breaking mechanic is still broken, but it's not as severe a loss now that I can team my heroes to get dungeons completed. As for my paying customers, is there any way the pathing can be improved? I don't like the way they trample my plants while walking halfway through my front wall, and then proceed to try to hide behind my resource bins.
"I didn't want to start another game this way. Haven't we murdered enough innocent animals?"
"The cats shot back. They're not innocent."
Well, alright then!
I've implemented the policy of "You break it, I won't replace it". The breaking mechanic is overpowered and it's killing my mechanics and build times trying to keep everyone geared. It's going to be a while before I can get the gear I need to get the Catacombs started, at least until this gets fixed and I'm not going to waste thousands of gold arming my team just for them to break it all after one mission, y'know? Enjoy the game, but please fix this.
Am I the only one who keeps throwing the Rogue out of the store because she won't accept a compliment? Maybe I am, but that just annoys me. I'm giving you a compliment! Shut up and give me my hearts!
Some customers are more prone to accepting or rejecting compliments. They all have their unique personalities. She's just a little ray of sunshine, isn't she? ;)
Act 5 sure was hard, and I took it on at Normal. The secret to it is to go slow, take your time, use the slowest speed to do so. You have to carefully plot your route and take as much of the farther side as you can, working your way to the southeast to take the grassland squares. Make sure you get the mountains to your left as soon as possible without sacrificing too many rescued men. You need as many as you can get because the waves are huge and it's the only to get enough combat power to intercept the incoming bugs and ships. Maintain your energy production until you can get the tech lab built, but most importantly by the end of day 2 be ready to start building some watch towers. You'll need 5, 2 on each corner the enemy comes from and the one you can capture. They'll be able to help your men hold off the enemy while you strategically take over the bottom of the map. Hope it helps!
You all think it's so bad... but I got you topped. I just played two rounds where none of my soldiers fired even once. They just stood there until all the germans went by. Two got in rifle butt fights where they worked on their skills at being giant punching bags, never once bothering to swing back. This game is utterly broken now.
I didn't see anything in the notes about difficulty increase for 35 level (Brookvale Banks specifically) zones, but both my teams just got wiped out in places I've been scavenging without incident for weeks. I noticed the zombies were critting despite not having used the challenge book that gives them crit, and my units using high-grade melee defense armor might as well have been wearing butter on naked skin. I'm wondering if something's broken, or if I simply just missed that part in the update notes. I'm also wondering when they're going to fix that old medic bug where the medic stops healing when the victim gets hit, but stays in place and won't move until healing is complete.
Seems like a prototype for an idle game with a vague effort at PVP thrown in. Gold is virtually worthless once you've got 10k or more, which you can do by repeating some of the first quest areas a few times. Quest area points to gain items are fine, but the dependence of the player to be there to repetitively click to make the hero keep going is redundant. When encountering a PvP area you are faced with the choice of fighting normal, spending 5 energy, or cancelling. First two fights are always fair, every fight after pits you against stronger opponents requiring All Out just to win. Balancing is way off due to artificial power deflation. Game needs an auto-explore, a PVP arena rather than randomly thrown in while exploring, a gold shop to spend all this gold we get, a means to smoothly examine unit stats outside of exploring mode, and a way to increase Energy and Action. I can't blame people for using speedhacks with a game this slow and punishing with so few rewards. 2/5
Went away for a year, got my morale back up in a few hours, remembered how much I hate the wait between my scavenging missions... but still had fun. 10/10 would wait four hours to scavenge again for 10 minutes.
Hello again, Skeleton with Boner. It's been a few weeks but I can see you're still happy to see me. Care to rassle and give me some loot before I turn 19 and I'm too old to adventure anymore?
Thank you for the feedback. We can always send the feedback about character paths to the team. :)