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@coconut I know that mahn! don't sweat the technique it done vanished on its own tis a bug thanks for under rating so a bug doesn't get fixed
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Do the hero skills even do anything? I've added huge amounts of points into magic and no observable damage increase has been seen.
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As much as I enjoy the game, a few thnigs bother me:
1/ ranged units are the godmode. They attack everything and when have been upgraded, leave absolutely no need for melee anymore, esp. since melee units do nothnig when there's fliers, and thusly fall behind in exp.
2/ lvling up units evenly is downright impossible, leaving beastin' units at the front and your units at the back useless, meaning that swarms of fast enemies will fly into your crap units at the back and fly straight past
3/ not being able to delete/replace units is incredibly bothersome
4/ tile paving seems disproportionately expensive
All this leads to more failures than victories in my experience, and it takes a lot of the fun out of it, especially when you can't even level up your favourite melee heroes
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To the Dev: Pleas fix the horrible clicks needed to Upgrade units. Click Unit Tile, Click to Skills Page, Click Upgrade, Click Close - Loop. When you have 5+ units to upgrade, this becomes a *nightmare*. There is plenty of room - put the upgrade box further from the unit. Next, have only 1 page for the units - just make it bigger. Give hot-keys to upgrade 1 (top), 2 (middle), 3 (bottom) would suffice as only 3 upgrades are available at any one time. Also, a hot-key to close the box would be nice (if it's not moved/adjusted from the unit) as clicking on that little X after an upgrade gets old fast. I would also greatly appreciate my units having an XP pool or just use Gold to upgrade as it's impossible to (roughly) evenly distribute unit XP. This causes early units to be tough and later units to blow goats and not deal sufficient damage to enemies to slay said enemies before reaching the end. These flaws force me to believe that you do not play your own games. I hope that’s false.
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Fun glitch with absorb and 'poison' type effects. Poison hits max hp AND current hp. Absorb absorbs up to max ORIGINAL hp. So if you hit a mob with poison and then hit it with absorb, it will have a bar to the right. Depending on how much damage you've done, that bar can be mighty long.
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Most games have a delete/sell unit/tower option. This game does not. Lag + misclick can be fatal in this game because of that fact. (Can turn a game you were about to win into an impossible to win game due to abilities such as absorb and a misplaced unit)
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Is it just me...or is this game just stupidly difficult? The storyline quests are a reasonable difficulty curve, but ever since the first "normal" quest I've had crazy trouble actually completing any of them
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I love how you can not lose a life till the second-last wave and then it rolls in, you don't kill a single enemy and you lose all your lives. I don't think it's that we're not skilled enough, mate; you just make them to OP.
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Got 50 talents, got through like 25 quests that said storyline quest with a single hero, then came up to the one main quest level that has an absorb of each element. Y U DO THIS?!? T_T
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needs a sell unit button desperately. i dont want to have to buy a piece of land just because i put down the wrong unit. other than that 5/5
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agh...this is just so boring to me. I barely made the badge and I just don't feel like continuing at all. Maybe I'll just pay someone at work to finish this >_<
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Two thing you can add in the further version : a disband button, for undesired unit (with a refund %) and a restart button.
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Like most games of its type, progression is painfully slow, but it certainly keeps me thinking, and it's got a lot of options.
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Im the Story mode mission right after the first on i think where you kill all the undead stuff the one after there a spot on the walk away where no one walks over what the point?
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need difficulty options like easy give u half of exp normal is normal hard is 2 times exp extreme is 3 times exp but hat u must do 3 story line quests first
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a simple suggestion of mine, is about the sparkles when your men can be upgraded. If they can be upgraded, they could flash gold, but when you can upgrade them and don't have enough money, could they flash another color, such as red or black? just my idea, don't know if it helps or not.
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Really? There I am, holding defense, killing everything before the first turn. Next wave, all the enemies swarm one on top of the other, barely survive. Next wave, they're way evenly spaced again...wtf!?! Never know when this wave will be your last, not because of tactics, but because of number... no warning either. Lame badge of the day.