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Why do our archers leave a city to attack the enemy? Why not just shoot arrows over the wall and not endanger our last line of defense?
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I resent strategy games that reward rushing to complete a level. I enjoy building slowly and utterly crushing my opponents.
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It's a good game. However, many strategy possibilities are crippled because your soldiers can only obey your orders up to a certain point, which means attacking whatever comes first in the road to wherever you sent them to attack (like, when they go for the gold chests rather than a castle you ordered them to), and the impossibility of retreating.
Also, a not-so-good feature in a strategy game is the one where your enemies do not seem to think like you. What I mean is that the opponents always simply spawn troops in their towns/castles, rather than sending them forward to try and conquer you. Well, that does happens sometimes, but not nearly often enough as you do. How could a general expect to conquer a territory just by sitting and awaiting the enemy's attack?
Anyway, the game is highly enjoyable. I spent quite some time playing it, and I like it.
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Fun, slightly addictive game. In my opinion, it only needs a few MAJOR things; 1. Rating things on more than just speed. Most of us like to take our time to kick the opponent's arse. 2. Perhaps a fourth 'race' choice? I'd personally like to play as the Necromancers. 3. Add a 'Freestyle' mode in the sequal, so we can play a randomly-generated map against randomly-generated opponents.
Beyond these and what most of the other people said, I'd say it's great. I love the graphics, they're simple, but elegant without causing massive amounts of FPS going down. Also lastly, I loved the 'edicts' system, though a few more choices - perhaps a third row couldn't hurt, though with the current units you have, it's perfect as-is. Lastly, more units and spells.
The only 'bug' I found myself was when I used the Ice Cult's banner, it didn't actually stop the Necromancer's ultimate at all.
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It would be really nice if my troops would actually follow orders instead of just endlessly attacking anything that came within 50 ft of them
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It would be amazing if my troops were actually consistent in following my orders... instead of diverting all the time whether it is because they see another structure or enemy en route to their destination or if it is when they abandon fortifying a structure after taking it and instead just stand outside of it... other than that a phenomenal game, very fun to play despite some minor flaws in the basic a.i. performance
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I wish units wouldn't waddle away from a castle before waddling towards it in order to capture it. If they're fighting AT the castle, once it's at 0 they should just enter right away.
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Would be a LOT better if you could keep your units from auto-attacking any enemy that is near, or order them to withdraw or run away.
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Encouraging people to rush through your game is encouraging them to be finished with your game sooner. Alas I disliked the mechanic so, it prevented me from enjoying the rest of the game as much.
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I like this game, but the troop movement and control are a little messed up. 1) Selection issues when things are overlapped 2) Units will not go where ordered if they get distracted by anything else 3) Units will capture a town and then go in a giant circle before actually entering and controlling it. 4) Needs hotkeys 5) Need to know the time needed for a perfect win without having to play the level. If these issues were fixed with a better UI, it would be an easy 5/5.
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I really enjoyed the game though like others have said rushing is kind of counter to this type of game. So my only suggestion would be to make the star be for something other than speed so you can build up which you would probably have to up the difficulty a bit with that too. Keep up the great work and I cant wait to see the sequel.
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Okay... I thought it would be really hard to get 24 perfects, but it really just requires a good start on each board. Not too keen on rushing every board, but it is what it is...
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Would be an excellent game if it allowed some latitude in getting those perfect scores. I'm not a big fan of perfect scores that are so narrow that you have to take out the math books to figure out. Has the makings of a great game in all other ways. I did not have any major problems controlling my men... but maybe that's why I couldn't get those perfects. I'd suggest leaving some leeway when setting the playing balance.
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The perfect times are actually not that insane if you get the hang of the rushing strategy. Here are some advices: 1.) Don't waste your time with rebuilding the captured strongholds unless it's absolutely necessery! 2.) Build lots of farms, get money from chests rather than mines! 3.) Capture enemy magic towers quickly so they won't be able to use their ultimate powers! 4.) Cavalry and trebuchets are useful, so use them if you can! 5) When fighting against Icedales, use vanguards (send the first unit a little further than the rest so they can freeze only that one unit)! 6.) Don't waste money on upgradeing buildings - unless you really have lots of money to waste and you are going to build many units in that building - becouse it usually not worth it: it gives little bonuse and for the price you can buy 2-3 units!
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please explain why after attacking a building my forces retreat back to the road and then walk back into the building? this takes 10 seconds?!
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Even though I tell my archers to target buildings, they keep getting distracted by the stupid trolls. I wish they would remain focused on their targets, or that there was a way to make units retreat from battles.
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I love this game, but I echo what other people are saying. There's no retreat or otherwise when your guys are in combat -- maybe this is an intended feature to make you think ahead? Regardless, it can become a nuisance, especially when your guys attack people barely in their range (ogres), and run over to them. Another thing I noticed is that the ranged guys (in my case usually told to attack a building) slowly creep up on what they're attacking, rendering them relatively useless because of their reduced damage. Selecting units can be annoying at times. It seems to stem from the whole circle of the unit not being accounted for when selecting either multiple units or just a single one.
Also, the game can get very laggy, and when loading a level can even lock up flash. Optimization problems? Other kinds of problems? Regardless, look into them because it's a little underwhelming to have to wait 10-15 seconds for a flash game to load a level.
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I know its a really tiny thing but it does a difference. IF my squad dies, theres a lag before i train a new one. Would be nice if there wasn't any lag :)
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Great game I love it! But I could only give 4/5 because these problems:
First, when I send troops to capture tower or something they allways attack sleeping ogres on the way. If the ogre is awaken I understand this but in the first case it's annoying.
Second, when I order units to capture something and they successfully defeat the defenders I allways have to order them again to capture and rebuild it.
And one last problem. I don't know if it is an overall problem or just I have it but when I select multiple units and I try to give an order usually a selecting box appears and not the order.
Thanks for the game!
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it would be great if you could also be on the undead side, so you colud see all the propertys of the game and also try every own race
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if we can have 4x speed, that'd be nice. cuz im just trying to get 3 stars on everything, but repeating to miss 10 or so secs takes such a long time
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Cool game i just wish we didn't have to move so fast to beat the level i ant to be able to store up all my armies send 'em out all at once and kill all the undead
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The thing that kills it for me in this game is the lack of ability to properly command your troops. They automatically attack anything near them, and you can't stop them or pull them away. If there are multiple points of interest nearby, you cannot choose which one to attack. Or if I for example, place a banner of healing, and enemy comes by, my troops will rush out of it's radius, and I can't get them back in. If I want to move one squad, but it's icon is directly under four others, I must move all four other squads. It's details like this honestly make me not want to play through the whole game.
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Worms are very much key to taking down the 8th Level for Crimson. I did it in about 4:40 using worms to attack buildings and units at the same time. They do massive damage to the buildings making it easier to make it so they can't spawn new units at that location.
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I'll add one more voice to the "timers in strategy games are a terrible metric for success" chorus. Fun game with a few flaws, but the speed mechanic for perfects is really upsetting.
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I have to say Iriy, in the beginning I wasn't really a fan of the games, but I have come to respect you as a master of the strategy arts. While your games are immensely fun to play, they aren't totally bogged down by a million different things to keep in mind, such as enemy types, what weapons/towers to use, and quite possibly the best thing of all is you add a speed up button. This is just yet another masterpiece from you, and we hope to see more. Also, 5/5.
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What's the point of giving orders to your units if they don't do what you order them to do when fighting ? It's ridiculous, on the 8th mission the ennemies were just destroying my last fort, and my 2 units were just next to them fighting another unit...
Because % has eyes and nose and : has eyes only. As you can see this is optimization: 2 symbols %) instead of 3 :-) and optimization is a good friend of every dev!
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The pace of the game is too slow considering how simple the strategy. I don't need a ridiculously fast speed up button, but just something to keep me from falling asleep. I like the game otherwise.
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Note to troops: If I tell you to go north to relieve my mage tower under siege, it does not mean go west to attack an enemy city. Thanks to your inability to follow orders, I lost the tower because you would not reinforce (and then would not disengage from the battle I told you to disengage from), and you died. Also, not being able to pause and issue commands is a serious bit of unhappiness.
And Call to the Grave? No. Just...no. Take half my troops to mutually annihilate my other half, and then have your full armies sweep across? No.
Not even badges overcome the frustration and futility.
So 1: make units follow orders. 2: allow a pause to set things up and issue orders. 3: Tone down Call to the Grave. Green's is fairly underpowered. I can weather both red and blue. Black....no.
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This game has quite some potential! Pity it's ruined by things such as poor pathing, bad balance and the whole "rushing" that it expects us to do. Units having to circle to get into a building also ruined many "perfect" runs by 1 or 2 seconds. No retreat just makes a lot of the game frustrating. The "Ice" tribe was so obviously more powerful than any of the others. Easily evident by the 3rd "campaign" being the easiest. Hotkeys, better pathing, actual balance, longer campaign and stages that progressively require more time to actually complete and having a higher "perfect" time, or at least varying "perfect" times, would create an absolutely amazing game! Just hope we see the sequel soon :D Good luck!