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I'm totally slaying at this game, lol. Seriously, though, this is a nice modern UI and skin on an old classic. 5 stars.
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It seems a little cheap to allow the grey guys to build up then step aside and gleefully watch them wipe out your enemies while you sit safe in your towers. Hey, a win's a win.
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I checked out Insanitysplea's claim. Slay claims to be from 2 years earlier to this. Does anyone have any information to the contrary? Not that copying games is anything new or uncommon, but don't vote a comment down if it's true.
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GOW2 is now live here on Kongregate. Thank you everyone for your patience! GOW2 can play all existing GOW1 maps so head on over and check it out!
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You guys are going to love GOW2. It has so many new features, I won't give them away, but you will be amazed how much it has been improved, and that's great if you already thought GOW1 was awesome. Keep checking because I think it's so close to completion.
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Do I get lower score if I keep playing even when the computer resign?
Also, if I choose to keep playing, can you make possible to quit the game and win anytime after that? Sometimes I wanna play a little longer, but just a little and not to the very end.
When the computer surrenders your score is locked in, so you can play all you'd like! After they have resigned, if you go to Menu->Quit, you can leave at any time and you score is safe.
Good question! The score calculation should never be zero, that said it's complex (probabely to much so). Your score gets reduced by the time it takes to win compared to the AI level, as well as a penalization for every capital of yours that was conquered by the enemy. As I said, shoulden't be negative, but I see how it might be possible. Sorry!
A very common request, and one i'm pleased to say has been added to GOW2. I will warn you however that I am not a composer so I had to purchase some (cheap) music. So don't get your hopes to high.
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To Devs:
Have You cosidered adding new map every day? It works fine in "Creeper world: evermore" It's great solution, when once or twice per week I want to have some fun, playing old games I really like and I'm sure that there will be somethig new.
Gladly Steaming! I am pleased to announce that development of GOW2 is complete, as is 90% of the final testing. There is one or two final graphics the artist I hired is producing. I'm hoping to release it within a few weeks to a month! (optimistically)
Thats good feedback, thanks. I'm about to release GOW2, and it will have hot seat. Unfortunitly true network multiplayer proved to be too time consuming and had to be scrapped.
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Can you have the game specify more accurately what the "Cheating" difficulty implies? The text for it just implies better/cheaper units, but I've also seen the enemy survive multiple turns with negative maintenance in an area. Good strategy is dependent on reading the information at hand, and when that information is outright lying, it can be frustrating.
I'll see what I can do for GOW2 on the cheating text. For GOW1, a cheating AI's units can all move 3 hexes farther than yours, and his units all cost 3 gold less. Maintenance is the same.
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i love this game i wish there was a better look for it though. i mean its kinda like playing a game of chess. but maybe give them terrains that change the amount of damage they can give and recieve and obviously that implys no longer a one hit kill but health bars and stuff would make it pretty interesting i think. i like it. :)
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I Have Not Been Playing Long But I Must Say, It's AMAZING So Far!
I Also Like How You Reply To Your Fans And Comments.
I Hope You The Best, 5/5!
Thanks! The feedback the Kong community gives me (Both good and back) is very valuable. You all deserve the attention. GOW2 is 1-2 months from being released, more soon!
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I made a level called surg about a week ago, about 20 people played it, it got rated 5/5 so then it disappeared from the new maps and was put in the list of top rated maps. Now it has disappeared from that list too. Do you know what is going on?
I've looked into your map problem and sent you a private IM with the details. For everyone elses benifit, you'll now find the map 'surg' on the highly rated list.
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I think you should have it so that it's impossible to capture an opposite player's flag on the first move. Sometimes on the levels, I can cripple my opponent before they even play (for the campaigns at least)
An apt point, thank you. I'm working on a sequal to GOW1. I have added an AI setting which makes them invulnerable on the first turn, and created the ability for you to not always be the first player. Thank you for the feed back!
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Lots of pogress on GOW2, it is about to enter Beta! If your interested in being considered for the beta testing team drop me a private message with your e-mail address. Thanks for the patience!
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Work on GOW2 is coming along nicely, I think you'll all be happy with the enhancements it contains. Don't hold me to this but i'm hoping it might be ready for release in around 3 months.
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i have another great idea for GOW2. have u played a game called hex empires, the units in thier that if have a unit of something and put it with another unit the same kind then the will combine their power an become stronger say like you put a unit with 5 with sa unit of 4 then the strength of them now will be 9.
also you should be allowed when you click on any unit it should be the option wether to attack, defend or move thisis to do with GOW. if you have played hex empires you know what i mean for my first idea.
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@warstrider, I think that I described a slightly different idea than the one I meant to. As you know, when you lift a warrior the map, highlights all the legal tiles it could move to.
However what I am suggesting has nothing to do with this highlighting.
My suggestion is take the 6 tiles around a level 4 warrior (the one with spots on its head) and highlight those 6 tiles to the maximum degree.
the 6 tiles around a level 3 warrior should have a slightly lessor degree of highlighting.
the tiles surrounding a spear warrior or stump should have even less highlighting.
the tiles touching a flag or level 1 mushroom should have to minimum level of highlighting.
and finally the tiles touching nothing unusual of their own color should have no highlighting.
The benefits of this highlighting scheme is that you can instantly see the level of protection every area has by it's level of highlighting, and can therefore shore up a weak section before it catches you by surprise.
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What I would like in a new game is for area of influence to be visible on the field. For example the tiles that could be invaded by a level 1 enemy would be colored light blue and the tiles that could only be invaded by a level 2 or higher were a slightly darker blue, and so on. Secondly my two greatest weapons in the game are starving out enemies and using dead mushrooms to cut them to ribbons. It would be nice if I could kill my own units by turning them into dead mushrooms so that starvation was not such a potent weapon.
Thank you for the suggestions. There is a form of coloring when you pick up a guy but I had not considered showing it on the main map. Thanks for the suggestions!
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There Should be a feature if a tree is neighbouring water,there will be a button you can build ship so we can build bases at islands
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I am evaluating possible features to add to the Garden of War series. If you have some ideas or would like to be part of the discussion please send me an private message.
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Wow, this game is still being developed? 5 stars! I remember this game, I spent many many hours playing. I had a blast!
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It looks like the new map portal may be suffering an outage. I am looking into it and hope to have it resolved shortly. I appologize for the inconvenience.
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Hey Warstrider, you should expand on the tutorial. That will definitely help with the rating of the game. Here's some useful info. that took me a while to learn on my own: Stumps block lv. 1's AND lv. 2's, so they are very useful. ;;; The only tiles that are guarded are tiles of your territory that are directly around you, your hut or your tower. Here's a basic example: Your lv. 4 guy has three tiles around him that are his, and three tiles that are not. So even though he is a lv. 4, any enemy can enter the foreign tiles, because they are not your territory. ;;; You can see the financial stats of any enemy territory on the map by clicking on it. ;;; Every territory on the map has it's own money until it combines with another of it's territories. ;;; If you destroy an enemy hut, that particular territory loses all of it's gold for that round and the hut respawns in a new location within that same territory. ;;; Anyhow, definite 5/5 from me and faved! I LOVE this game!!
Thank you for the feedback, it definitly looks like the tutorial is a bit deficient. I will keep that in mind going forward. I'm glad your enjoying it!
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The map upload system is currently down. I am investigating the problem now and hope to have it resolved shortly. Many thanks to Winnabago for letting me know about the problem.
Map uploading has now been fixed. A small % of new users were unable to upload maps on their first few visits to Garden of War. This is now corrected. Sorry for the disruption!
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as several others have pointed out, this is an exact copy of a windows game, http://www.windowsgames.co.uk/slay.html. HOWEVER, this version is completely free and imho has a better interface.