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Tipp: Allways retreat all units when one gets even a scratch. You can come back infinite times and you refresh god acts too.
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It's such a disappointment that an onipotent entity like god can't make two or more acts at the same time. Also, some of them are quite a disappointment by themselves. lol
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recon would be useful if say troops actually countered something. But the game is made such that the troops are just meat shields for your god acts.
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It's a good game, but I definitely agree that it needs less clicking. Either have some chance for individual soldiers to retreat automatically or don't require the use of the mouse for the Tornado/Hand of God powers.
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Awesome game. I enjoyed it while its lasted. The end was a bit anti-climactic. No uber-boss fight, just another wave to grind down? And then just one picture and no funny story conclusion?
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They should probably mention that soldiers are pretty useless before you start upgrading your stuff. Either that, or create a game where soldiers are not totally useless.
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sorry guys just one request... can you please change the hand of god. it just looks so disturbing like something i wish not to mention.
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While fun there are a few things that need work. The healing of miners/monks is not needed it is just tedious, manually controlling the god powers while requiring manual retreat makes no sense, at the later levels the tsunami spell doesn't even dmg enemies and there definatly needs to be a mass overwork button for miners spending 30sec clicking 4 tiers of miners to overwork wastes alot of time. overall i 3/5 while a fun concept and game overall needs tweeked.
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Cant you just keep using acts of god then retreating before any troops get hurt? Then you can slowly pass levels, but easily.
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God rules and troops drool. Even max-level axemen drop like flies in the later battles, even if you use all acts of God. So it seems the thing to do is prioritize upgrading the barracks level, temple level, and acts of god, but not so much the mine. And don't bother to unlock all the troops. So, in the later battles the thing to do is to just have 16 clubmen run in while you try to use all acts of God before they all die. And expect to take a few tries to win each of the really hard battles.
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The mechanics on the battle field is quite annoying. It feels like the longer you leave them out there the higher chance they'll gain XP and level up thus fully heal but then it just becomes a dangerous trade: HP for XP and if the HP is drained first then the soldier is lost anyway. 3/5
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The game has great potential and I love it! But.... and its a big one... the game design has some significant flaws. One could simply play with one Swordman only, buy only lightning and fight his way through the full campain. simply mass retreat after casting the dirt cheep spell and you will wear down any opposition... simply changes can make this game truely awesome, until then: 3/5
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for lv 1 monk it take more than 15 sec to loose health ... for lv 10 it is something like 3 sec ... more senseless clicking with leveled monks
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unit retired and passed his experience to another unit ... i had all units at lv 10 except for one at lv 1 ... and exp was passed to lv 10 unit not lv 1
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limit is ridiculous and makes no sense ... as you have more units to click them 60 seconds is enough just to do some chaotic clicking ... and you can just send no one to battle and have another 60 sec ... so WTF is it for ............... and don't enlighten monks they just go away with money
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Fun but unbalanced game, spells are cool but not game breaking, you can pass all game without losin a unit after you're used to retreat them, the guy to build faster felt useless, passed the game without trying archer because of the fast pace.
Need spells that u dont need to target so they are actualy worth, and bind them to numbers
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half my time is spent waiting for mana in the later game. wish you could do more in your town or have more monks so im not just watching and waiting
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Post 4: Suggestions combat mode: Units/spells = boring. Spells all just damage dealers, when the battlescreen screams for buffs, infective disease clouds, poison... Same with units. Add formations or AI (spread damage, whack same enemy, tank damage to protect second row units). Make units gain skills/boni for gaining Levels or hitting kill counts. Poisoned weapons, penetrate arrows, healing/shield auras, regeneration, life drain, looting gold from corpses or reviving enemies that didn`t die to spells. Just.. something, anything that allows to play the game in different ways, since that is the base of every strategy game, otherwise it`s all just a grindfest to max out and sweep eveything. Hope these posts helps a little.
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Post 3: Build mode: Retiring units at times didn`t work, probably gave XP to units that were maxed out. Make it spread equally or let builders make an XP pool to catch a percentage of unit XP that were retired/killed to use/save at our leasure? -Tooltips for all upgrades in the techtree, not just the next in line so you can plan ahead. Suggestions Combat mode: -No spells with manual controlling if you have to manually retreat too. One or the other. Automate spells (AI selections you can select in advance: "hit weakest/strongest", "spread/center damage", "hit front row", "hit backrow") or automate retreat (AI selections, "retreat when HP is below value X", "retreat when close to level up"). -Speed spell execution up. Battles didn`t last long enough to actually use all spells half of the time.
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Post 2: Suggestions Build mode: -Builder = useless/waste, let it build things: Altar reviving MVP of last battle, totem giving combatunits XP in buildmode, but caps at 25%, shrine to add slight auto-heal/XP-gains to the economy. -Spells = broken. I can enter missions, kill enemies with spells, retreat/repeat it every few seconds. Won the game with initial units with no combat upgrades. -Since you can redo with less and less enemies, there`s no reason not to go for units that are high DPS glass cannons to kill/run/repeat or go for highest HP if you just need 1 guy tanking so you get more spells off before retreat/repeat. Direct damage spells need cooldowns so you can`t spam them 1 second into missions, while new indirect spells are fine without that. -Keep healing, but give us the "heal all units of a kind" button from the start, not only when we upgraded a building. Make a heal all units button.
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Game is a 2/5 for me. The game has potential, graphics, music/sfx and most of the mechanics & controls are great, but the gameplay and design decisions hold it back a lot. The way it plays now is more like an idle game that forces me to micromanage non-stop, instead of an involved strategy battle. Suggestions that could remedy flaws to push it to 3,5/5 or 4/5 easily in next posts (character limit on kongregate is rather low):
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There's a "Heal All Troops" AND a "Heal All Miners" button, but there isn't one for priests!? That's just wrong. Also, why not just combine it all into a single button!?
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I think the part I hate most about this game is the 60 second wait... Most times, it doesn't take me half that long to prepare, except that if I go early, I won't earn more mana and gold to deal with the aftermath....
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level up all monks is bugged. it seems to hit the miners sign too, but only lets you lvl them all up after the animation has stopped
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Distinctly not awesome. Losing units is FAR too easy, and incredibly expensive to recover from, not to mention the tedium of the whole mess.