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i wish you could make your men disengage from a battle instead of them going "look at me im awsome" and take on 3 squads and die....
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great game, but not being able to retreat is annoying, although it does also add some strategy in the mix. not that it lacks any. the hordes campaign was pretty easy after you figured out that you could win with only magic. just use super worms and then summon an immortal squad near their base = insta-capture. you'd still need to fight regularly in the beginning though.
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It needs a good AI rework: troops should be able to retreat, and if I tell them to go retrieve a chest near an enemy base, they must take first the chest, instead of jumping into the enemy.
Still a fun game.
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controls are sticky- if time is a constraint then certain goings on are ludicrous, such as: after destroying a castle my troops parade around before entering and officially taking control- 've lost by a second or two and I don't appreciate the forcible waste of time- it's not stategy at this point it's annoyance- still a decent game all in all or I wouldn't keep coming back~JE
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If there Takeover 2, i have some ideas for this game
-you can make walls for 20 gold
-random events like meteor strike
-upgrades for better results
-survival mode
-put heroes?!?
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Great Game! Needs Hot Keys to cast spells and group troops. The mechanics are somewhat buggy? I send the troops to get the gold chest but along the way they attack a tower. When the troops are in their castle and are attack why do they then leave the castle and go back in after the battle? Several odd things like that need fixing.
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5:29 destroys castle, 5:30 troops go back to path, 5:33 troops finally take over castle and win game while I scream at my computer. This would be so much easier if castles were automatically captured when the base health hits 0
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it'd be a lot cooler with no time limit and a little opponent infighting exspecially since everyone is supposed to be rebeling against the empire and not me
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[5/5] and very fun, but it's irritating that my troops don't listen to my command when enemies are nearby. Example: I saw a squad of undead heading for my base and sent a few of my squads to defend it. I lost the base because my troops felt like fighting the enemies near them... and then attempting to capture the base that was sending the troops. I think a retreat button/ability and being able to switch squads between Passive Mode and Attack Mode would be an excellent feature in your next game.
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The AI's tactic is rather...spammy in later campaigns (I was playing Crimson Horde and the enemy just uses cheapshots me with thunder and freeze magic!) and I find myself desperately fending them off and by the time I clear the way, I have an army that's not suitable for storming their stronghold...
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The moment, when you're finishing your enemies just in time, but don't get the Perfect, because the timer goes for two more seconds.....
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@GianqTNT Saves pretty well for me.
Sequel is long overdue, though. It's a bloody shame that after _Cursed Treasure 2_ and this little thing, devs went for a quick rich scam in form of buggy despicable nonsense which name is _Road of Heroes_. Bloody damn shame...
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Should we expect a sequel ? and if yes when ?
Cause this game is really amazing , I really dig it. Some issues it has have been pointed out though . 5/5 from me , this game makes you think I like it .
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Freaken is right. Trebuchet automatically attacks NPCs on path even when they have been told to target something else. They really need to stop attacking when asked to move somewhere else.
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i got such a cool strategy for the ccrimson horde: get ALOT of mana and then constantly summon squads of imortals in enemy bases.
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I really really hate the engagement range on the troops and how you can't disengage. They won't even do what you tell them to. Attack Ogre.... ok, they attack the stupid town.
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This could be a pretty good game, but it has no strategic depth at all, cause ur units arent doing what they are told. Units have to stop attacking when they get a new order. Right now once a unit gets contact with enemy units/buildings, u are powerless. No reaction at all until target is destroyed. Attack at will and at sight is fine, but without the units actually falling back/attacking something else when theyre told, this game is just a waste of time...
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Could you add a way to "kill off" exsisting units? Either that or make the exsisting units upgrade with the building. Some times I would rather kill off my lv1 soldiers and buy new ones that will be elite (after upgrading the building).
Developer response from IriySoft
lv1 squad can level up itself while fighting an gaining XP
Aww, I litterally meant "while in the building". I know they level while fighting but if they are "gaurding the building when it gets leveled they should go with it. Thanks for the response!
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Feels like to get a perfect on some levels, you have to move on immediately after capturing something. No time to rebuild it.
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(Pt 2) Make it more varied and expand the skill tree a bit. Add some more incentive. Loads of cons that make the game frustrating and not that appealing. As for your comments about not being able to do much to the current version I would call bull unless you are some amateur code nerd who hasn't finished college yet or needs a refresher course. I've seen games that started out crap and were improved and were just as complex as your games Iriysoft. Fix these, make it more appealing, watch your popularity rise and match others like Armor Games, Newgrounds, and more.
Signed A serious gamer
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I'm tired of units deciding to go do their own stuff instead of obeying orders. "Oh, I'm just passing by a sleeping ogre. I think I'll attack him on my own, even though I can't win that fight without backup and the boss told me to go for that fortress." "Oh, I was defending my town but, now that I've come out of the walls and defeated the invaders, I may as well walk over to the next town and attack it on my own. Even though I'm a frickin' archer so I'm useless in melee combat." If I die because my strategy was wrong, I'll try again. If I die because the game doesn't do what I tell it to do, I'll go play something else.
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Yeah no sense in building anything other than farms, and 90% of the time don't even bother repairing what you have captured, rush tactic is heavily emphasized, which I don't really like either (like askhere) The tax system mitigates the use of gold mines, so the one time boosts of capture and ogre's treasure chests carry you through the whole game with a rush strategy. Perfect on every map every campaign from bum-rush with cheap units (though I did like giantbots for icedales, only 20more gold) bonus starting gold for westaria and bonus capture gold for the horde were the best edicts.
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cool game, but ya the unit control can be very frustrating. Orders sometimes don't stick well once they get in a fight, and other times they end up chain fighting to their doom, when you didn't want them to leave the base in the first place. Retreat would be very useful.
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To reiterate a couple of the other comments....
We have the ability to play 3 races, none of them including the dead things. That's disappointing.
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Once there's a mass of units on the field, I have absolutely no idea which ones have how much health as their icons stack over each other. Display the health icons of selected units at the top of the screen or something.
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i finally figured out a way to finish levels faster: don't try to fully repair EVERY town or castle! you only need to CAPTURE them all!
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How to win the 8th mission as Crimson Horde: Kill the two nearest ogres, and use the gold to build 6 obelisks (or 5 obelisks + 1 farm if you need one). Launch diversionary attacks on the nearest citadels using your cheap 85 gold immortals, and use your magic spells (AOE + Summoning) to cap the outer points. Use the gold to further boost mana production which will allow you to quickly whittle down the inner citadels, and take them with 1-2 units.
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perhaps a system where a castle defender gains a bonus for being inside the castle (it seems strange that troops defending have no advantage) perhaps give ranged units at least the ability to fire at attacker without needing to leave the castle and become vulnerable