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For those who are confused by Mobilization:
It doesn't happen randomly. It happens once you don't have any more moves left on the current field.
And for the creator:
Good game, I like it - I'd say more, but seeing the comments pretty much everything was said already.
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There definately seems to be a bug with the knight. He didn't get any stats at level up, for over 10 levels in a row. That's too consistent to be just bad rng, especially considering it's the only unit with that problem.
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It's not a problem that the mage is strong -- after all, there's always a strongest hero, and the guards are there to balance it all. The real problem is that the mage is the one with the highest leadership, although she is the one who needs it the less, whereas both the warrior and the horseman need ranged support. That's inconsistent.
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A rather unique game. The music is ok, but thank goodness for the mute button! The only real complaint I have with this game is that as you get closer to the 'final battle' the rounds get longer and longer. By the time you hit round 15 it starts to become a test of endurance and the fun starts to go away at that point. I too have trouble keeping that darn horseman alive. The only real solution I've found is to dump as many 'ranged' units on the walls behind him as possible, that way he stays alive a little longer and when he DOES die the units on the walls can keep the enemy off until you can 'ressurect' him. This also goes for the Knight, he needs ranged support as well, but not as badly as the horseman.
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Thor called, he says you need a HAMMER to get lightning to streak across the battlefield and incinerate your enemies, not a MACE.
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PocketNeko, Heroic Rush heals your heroes for about half their health. It may also buff their damage and leadership, but that's not noticeable for the present.
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What exactly does a "Heroic Rush" do? I know how to get one, I've gotten one plenty of times, only happens after a cascade of 3-5 matches in one turn, and when I actually perform a Heroic Rush, I see some sort of effect on my Heroes, but I have no idea what it does. Anyone know?
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Explanations for board actions:
Heroic Rush: Swap one block and get 5 combo matches. All heroes heal up a bit.
Mobilization: Reset the board when you have no more moves available.
Rate it up to keep it alive!
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Lolz so unbalanced. i dont even have to put a unit on my mage's line. And my horseman keep getting owned and losing stats as he lvls.
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my knight is loseing attack stats as he lvls up i just noticed this and he is at lvl 15.. i think it started before this lvl though which is probably why it makes him so weak.
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When the Battlemage is out leveling the Knight and Paladin by 3 and 4 levels, and I haven't even reached level 10 yet, there's something to be said about that.
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Really the horsemen should be an archer. classically you have a mage, knight and archer. plus the horseman kinda sucks. maybe if you kept his current bonuses and stats the fact he is ranged would balance it out a bit more. i mean my mage can hold the line for half the game.
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Really? I need to get 4 in a row...?
Pssh... Get some updates for 3 drops or something.
Overall, I like the concept 4/5
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OK... the bonuses need to be explained. "MOBILIZATION" suddenly flashed across my screen and the entire board was wiped clean.
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Ok after getting 'The Perfect Trio' achievement, i must admit that the best setup for weapons/armor is 3/3, 1/3, 1/1 as they complement each other really nicely... perhaps it could be 1/3 for arch wizard, however you run the risk of losing guards with not having healing. also i tried 3/3 (2/3) for cavalier and the lance has the best damage potential... and with Charge, is able to rush archers and boss spawners with little to no damage if do not have any guards. Still it does get rather repetative... 3/5
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Would have been 5/5 but since I got no more bonus for 6 or 7 in a row 4/5. I'll change back to 5 if you add in more stuff like maybe for 6 drop 2 of the 4's and 7 one 4 and one 5. Keep up the good work
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good game overall it is very unique good but repeatetive music characters could be balanced better but whatever...there needs to be some sort of incentive to getting achienvments...5/5...badges plz =D
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Replacing one of your guards should not count as a lost guard. I've gotten silver instead of gold on 2 missions now because i created more guards than slots and replaced my level one guys.
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This game is a novel idea, but it is has some serious flaws, which make it fairly cheap. The mage is ridiculously overpowered compared to the other heroes, not only because she starts with abilities actually useful in a Match-3 game, but she also gets better with every level, whereas the other two simply... don't. The knight, by comparison, is extremely weak because of this same reason - in fact, not only does the Knight die more often than any other hero, but the Knight also has the lowest level AND is still not gaining any increases as he gains an advance.
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I enjoyed the game, but the 3 characters really need to be balanced better. I found myself wishing I could just have 3 mages. The same complaints as everyone else. The mage levels up so much better than the other two that at the end I was loading up the other ones with helpers and the mage was battling with just a priest to help. The levels also tended to drag on. Would have been better if the level ups took longer but you kept them between levels. Then you could have had each level start harder and be shorter. 4/5 overall.
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This game requires a survival mode: at the end it's too easy and you don't get to see level 5 guards etc...
Please keep this up
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Is it just me or sometimes does it add negative stats when a hero levels up... if it is that is super lame and the horse guy definitely needs to be better cuz he sucks.
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Mage gets + all stats every level, Knight gets + hp only, and horseman gets no stats... Is the leveling system supposed to be working like this or is it just me?
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whats the piont of my knight leveling up, if he doesn't get anything to go up with him?
seems pretty stupid to me >.>
4/5 just for that
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To revive a hero you do not need a 4 or 5 combo. You need to heal the hero back up to full health. Standard 3 combos works just fine, if a bit slow.