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It would be nice to have a little more information on normal quests, such as difficulty level, number of waves, etc. It would also be great to have a secondary recommended element or something. As it stands, the first element is almost never enough, and I just have to hope I get lucky with the other heroes I choose.
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I'd like a few enhancements. One to be able to hover over units to see their stats before I buy in the level. Two I'd like to be able to better tell what effect an item will have on the hero like adding or subtracting effects.
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I've never really liked the Protector series, the interface seems a bit funny and cluttered, the tutorial 'walls of text' are not exactly helpful to the people that just want a quick, game. such things as tutorials are largely unnecessary with a good interface...
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Is there a bug in storyline quest: "The great hydra"?
I just can't place any of my unit onto the battle map.
(I tried before and after the first wave started, having enough gp.)
(I tried both melee and ranged units.)
Can someone help me out?
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Ro9qe, apparently if you look closely at the unit, you'll see a small symbol there, it'll be either a sword, bow, or twinkle. That'll tell you the unit type. So alchemists are ranged.
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Darn it, I forgot another one, haha. Make a sell unit button. You're sneaky about making like, twenty waves weak to an element and then making the very last boss absorb the same element. Instead of making us stack up new units to outdamage the other ones, just please allow us to sell the old ones off. Okay, I'm really done now. :p
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Oh, and I forgot - please put the skull indicator for an enemy kill next to the damage done instead of replacing it. It's nice to see how much damage the unit is doing, especially with those one-shot overkills.
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Request: More transparency - meaning the ability of the player to see the effect of what he's doing.
For example, I have a hero with Alchemists. They throw magic potions. Is that archery or magic use? I honestly don't know - and I have no way of checking. I tried improving my hero's ranged attack stat, and saw no visible effect on my alchemists. Then I tried improving her magic attack stat - still no change.
I have no idea what some of my choices will do, and no way of finding out; that leads to frustration, not fun.
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Excellent game. Some suggestions if I may: Remove xp cap for your protectors so they can fill out the rest of their tree if they are able. Highlight new talents on the skills screen so you can pick them out quickly. Make a recommended equipment button to reduce micromanagement. A sell all button that can be adjusted to sell all items below X total stats would be even better. Explain the color shading on the quest banners better. Include secondary and tertiary element recommendations for quests. Don't allow players to buy talent scrolls for talents that they already have. Find more ways to boost melee units to level the playing field. Don't limit the number of characters the base camp can hold. Fix the bug where by closing out a window it also selects the tile underneath. Again, great effort guys.
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Don't bother buying the "investor" scroll - you get an extra 5 gold per battle and the damn scroll costs 2k - so you'd have to fight 400 battles to break even.
The fact that the creator decided to be a dick w/ this autosave crap means you can't reload to undo it and the only way to tell what these things do is to buy them to try them out. Retarded dude and gold income/experience is way to low in this game.
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If anyone is having problems just use mages, they get a lot of bonuses from skills and you can have 3 diff elements if needed in a map. they also kill flying units.
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@tyleror. Thank you, but that's not what I meant. I was talking about before the round starts when you're selecting which heroes you'll use. Once you can see all the wave info, it's too late. Unless I'm missing something, in which case sorry for assuming.
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it would be freakin dandy if every time a random flying monster wave pops up i had even a little bit of a chance, died about 30 times cause of that crap
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Each unit has an icon in the bottom right to symbolize what type of attack it has, but I'll look into adding a textual description on mouse overs.
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Suggestion: When describing the unit, it would be very helpful to say whether it is a melee unit, ranged, or magical unit. As it stands, I don't know whether to have the alchemist's leader to invest points into magic, sword, or ranged combat buff. The alchemist only has one space of attack which makes me think sword, but then he hits flying enemies which makes me think ranged, but the name alchemist makes me think magic. X_X It wouldn't have to be major, just say "basic ranged unit" instead of simply "basic unit" It would also be helpful to see the units skill tree outside of a battle so I could know whether I should purchase that leader or not and to help plan.
Tehcnomancer also seems rather useless - even if he has good stat upgrades its very difficult to give those to him because his horrendously low attack prevents him from getting god experience.
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its so random.. sometimes it says "better element - Fire" then you click and see that most of the waves are energy type =____='
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Why do the save games go through your cookies/computer and not through your Kongregate account?? This is a key feature of many games on Kong and ensures you can pick up your game from multiple locations...
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This game makes me feel like I'm in a wife in a Lifetime movie. Near half the time I'm getting brutally beaten, but I keep coming back for more. Like others have said, the recommended element is a bit off. Once, none of the enemies were weak against the recommended element. It's also frustrating to have to guess what the other elements on the map will be and how many flying-type enemies there will be. Maybe if you could take more than three heroes, it might make it a little easier. Other than that, the game is a lot of fun, I just wish I didn't have to be psychic to get through a side mission.