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The levelling system is simply ridiculous and there is too much luck involved: the game become terribly boring when you get stuck waiting for a combo that never arrives. You should be able to store bonuses once you obtain them, because very often you have to use them uselessly in order to free tiles positions on the board.
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If its the year 7825 as it says, why are people still using swords and shields instead of massive nukes and lasers lol.
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I am constantly irritated by the fact that there's no means of repairing a wall in between waves, which leads to my melee characters staring there as a catapult starts firing at them well out of Punching range. Because they're melee people, they have low leadership, so the mages and archers aren't strong enough to blow them up before the catapults get in at least 1 or 2 shots, and over the course of the stage, that adds up to them destroying my middle wall, even when everyone on there was rank 3 or 4.
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Grinding money is rather easy. All you have to do is replay the first level and hope to get a few chests. The items in them can easily make you 700 or more gold you play it. Play it smart and make sure you optimize all the spots of gold and make them chests. My record is 6 chests and 1 golden chest for the first level. And yes it was incredibly lucky for me but I made over 2000 gold in just a minute or two. This will save you the trouble of replaying the stupid 20 minute levels later on.
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(Endgame) Strategy Guide. Focus: clearing tiles asap (faster upgrading/new guards). Priority: making 4-5 combo's. Guard placement: divide among lowest health/highest leadership melee champions, 1 slow guard for arch wizard should be enough for quite a while. Champion: Axe, Light Armor. Cavalier: w/e, Cloak. Arch Wizard: Rod, Shield. Most important Weapon stat: damage, most important Armor stat: restores x hp every 5 secs. You can reset shop items by revisiting. Reset to buy the right ‘red’ item and hope for the right stat. +1 if this helped you.
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Up till now I have not experienced any of the above issues mentioned. Maybe the problem is the fact that you don't score well enough thus get equally rewarded.
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Take some time to look at the equipment when you are in the inventory page. I found it helpful to get powers which clear the board and thereby raisie the stats of your allies and healyour heroes.
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2/5 until you fix the math behind the champs level up system. I'd be fine with just flat increases each level, but to hell with +0 +0 +0 for 5 level ups in a row. Full marks if you fix that.
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I'd be the first to admit I'm not great at these tile swapping games. Just don't have the knack for it. But that shouldn't be a problem in an RPG style setting. With a little bloody mindedness (which I have by the cartload) I should be able to power through, even if I'm playing each mission a dozen times.
Unfortunately, when levelling up doesn't improve the heroes, this is not the case. And it gets to a point where I'm just banging my head against a brick wall. 0 game balance, 1/5 from me.
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Great game, could play it for hours, but their's not enough green tiles and my Horseman died xD Just the same as everyone else up there I guess, just needs more green tiles
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I've just realized that the leveling stat proplem has nothing to do with the particular character but if the character is has an lower or higher level than the other characters. I started out with my mage having an higher level and thereby getting more stats. Now my mage is one level lower than the other two characters and she consistantly get's no stats. If someone get's -3 hp as stats I am guessing that that particular character is more than one level behind the other characters, and if one character gets heaps of stat bonuses that the charater has a much higher level than your other characters. So if you want all your characters to gain stats you have to keep them all at exactly the same level.
Please rate this comment up so the developer sees the actuall problem and can fix it.
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consturction worker" sorry we are going to bulldoze your house,the church and your neighbours house"
peasent"why? is that even legal"
worker"um well on the bright side your home might be replaced with a training camp. first you mind helping me move your house to the left, it is hard work you know"
peasent" well...fine"
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Not sure if anyone else has this problem but every once in a while a block is there but it shouldn't be. I click on the block and it just disappears and is replaced. Probably just a small bug or visual glitch.
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@qideonzane, you also have to finish with all your walls in tact. They can be damaged I think but they must be able to support guards in all locations.
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anyone know the requirements to get a trumph rating? at first i thought it was that you had to keep all your heroes alive until the end, but that doesn't seem to be the case
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It is very difficult to get rows of 4 and 5. I would like it better if you could move the blocks around freely, not just being able to move them to make a match.
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Little healthbars above the allies/enemies heads would be awesome too. I end up wasting abilities, sometimes, because I don't know how dead the enemy is. *coughcavaliersuckscough*
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This game has a lot of potential. The imbalance in the classes is a major issue which many have pointed out. Having the melee guys heal for more per building and gain xp for guard kills would take care of that balance for the most part. In addition is seems that some of the hero skills just don't make sense. The mages heal (match-5 with bag) is a great ability for emergencies early on, but since it heals based on her HP it drops off when the larger armor is available. It seems odd to put the "heal based on my HP" on the lowest HP armor available. Keeping the melee heroes alive is the main use for the heal but it becomes incredibly small later in the game. Haste is another one (horseman match-4 with sword). If the heroes don't gain xp for guard kills then why have an ability that improves the guards and not the hero?
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there really isn't any different tactics to win this game in level 2 and above... gets repetitive and as everyone have said before. Mage is the most powerful while the cavalry is the crappiest
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Far too much luck involved. The distribution of tiles to match is random, the bonusses you get are random, the treasures you find are random ... - Instead of setting up a strategy fit for the enemies you face, you have to take what you get, your only choice being the placement of guards. Not much more than a match 3 game with some awful sounds.
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Here was my thought process on the third to last level: "YES ONLY ONE MORE TO GO AND THEN I'M DONE!" [Random Fortress Appears In Between] "RAAAAAAAAAAAAAAAAAAAAAH"
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Making it so that some enemies can attack the walls while there are heroes and guards in front of it seems kind of dumb and terrible. I had two guards, 3 archers, 3 clerics and my hero and the wall still fell.
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The thing about this game is you eventually become oblivious to what's going on, I've had my horsemen (The green noob) die several times and I didn't even notice till I went to put a gaurd in his location.
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I avoid matching 4 blues now, because all that does is create a guard that will die and take away my TRIUMPH raiting. Melees are so weak in this game. I know that the Leadership stat is what protects the guards but no current item is going to give the Fighter/Cavalier anywhere near as much Leadership as the Archwizard's base stats. (Yes, their titles change as you level up). For a player to strategically avoid what should be a good thing (matching 4s and 5s) is sign of a problem with game mechanics.
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Your mage is clearly the best character... Best stats, kills enemies before they reach her and best power-up things with the tiles...
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2/5. The board is too small and there's too many colors involved, so getting 4 (crucial as it is the only way you can get guards) and 5 combos is very hard. I found that I beat some levels just by pure dumb luck, getting a lot of 4's and stacking guards easily, while on other levels my heroes just got owned because I couldn't get enough guards. Also, the melee were laughably terrible against enemy ranged, can't remember the number of times the horseman and warrior got owned by ranged.
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Guys, even though for the Cavalier says plus a negative number, it is still positive. Try keeping track of his health with all stuff taken off. His health and leadership still go up. Plus so other people can see and can keep this games rating high.
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Yes, there is balance issue of heros' power. But for me, I don't need to take care of the mage. It's nice for badge hunting! (When their power are balance, the game must be more difficult)
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If only I had an explanation for what half the numbers in the shop meant. Some weapons have the exact same stats except for a single number in parentheses that seems to have nothing to do with the hero.
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There is a major flaw in the game dynamic. If you have lost a wall so that mages cannot be played, and you get a mage, but then have no match 3's left to play, the game does not flush the board, but instead requires you to use the mage you cannot use. At this point the board is no longer playable. I assume the same problem arises with archers as well.
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chain comment - The warrior is perfectly fine, but the other two need fixing, that and sometimes you never seem to get the green/red tiles you need to heal your heros until they are dead.
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I must say the game despite it being good, has SERIOUS balancing flaws, the mage should not have high leadership and damage and low health, it should be something like, low health moderate damage and high leadership, otherwise she is capable of single-handedly defending the bottom road. The Cavalier on the otherhand is borderline underpowered.
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Guys, even though for the Cavalier says plus a negative number, it is still positive. Try keeping track of his health with all stuff taken off. His health and leadership still go up. Plus so other people can see and can keep this games rating high.
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Its a good game but i've been playing it so long i just end up praying for it to be over. If you read the story it teases you, as if to say this battle might be the last but it never is.
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This game lasts too long for how repetative it is :| for a "complete the game" badge you really need it to be over in like 2 days and/or be far more entertaining as you level up. This is just a struggle past level 7. Poor quality control ruined what was a fun experience for the first 5 or so levels. Redesign time!
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If you don't reinforce a hero they level up faster (because they get more kills). In earlier levels, reinforce the mage a bunch and she'll level slower.