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Comments for Monster Legions

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halogenlamp

Jan. 17, 2013

Under rating threshold (show) Why do they keep jumping?

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(2956)

Developer response from nerdook

An active lifestyle is crucial to avoiding hypertension and other health problems in later life.

Antigamefire

Jan. 17, 2013

Under rating threshold (show) This is how battling should of been done. All infantry jumping during the big battles. At least it would of saved most from getting hit by arrows.

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(2)

jayzoo

Jan. 17, 2013

Under rating threshold (show) That is a Big-assed Spider :0,,,

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(1)

jayzoo

Jan. 17, 2013

Under rating threshold (show) Those Akwad, and Random Jumps :) gotta love em' + if u agree

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(1)

Guiltygear

Jan. 17, 2013

Under rating threshold (show) I still have no idea how to beat death. It's like no matter what I do, he destroys me no matter how many of his units I kill :|

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(0)

Developer response from nerdook

his units are your units. think carefully about what you want to use against him! hint: if he can't kill them (archers), he can't have them!

theghost32

Jan. 17, 2013

Under rating threshold (show) fun game beast fight was great

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(5)

Developer response from nerdook

congrats! you're the first player in the whole world to beat the Beast! Will be adding your name to the game somewhere... :D

MrPeters

Jan. 17, 2013

Under rating threshold (show) Oh the joy of seeing another Nerdook game! :)

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(2)

TeleKawaru

Jan. 17, 2013

Under rating threshold (show) I do like the fact that the units are the same color as their cards

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(0)

TeleKawaru

Jan. 17, 2013

Under rating threshold (show) It's pretty disconcerting when you are doing great the first 3-4 stages of the campaign, then go against an opponent who uses nothing but elite ninjas and siege towers when you haven't even come up against those unit types yet and your cards consist of 99% Recruit units.

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(655)

Developer response from nerdook

then you will come back the next round with even better units and kick their butts so hard, they go crying to their mummy.

wattro

Jan. 17, 2013

Under rating threshold (show) at a certain point, it's impossible to make qualified decisions aboot certain troops over other troops. it's imperative to see their stats to some degree so that they can be compared. if replacing a card didn't mean throwing out the replaced card permanently, then players could experiment and mix and match. With the system as it is now, replacing a card is a permanent choice, one which the player can find themselves often ill-equipped to make the proper analysis.

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(840)

Developer response from nerdook

added stats during card swapping!

wattro

Jan. 17, 2013

Under rating threshold (show) i do not understand the respawn cost. for some units, it changes throughout the battle. this feels incorrect. i would not want to summer a weaker unit (eg: rider) when it has a respawn cost of 3. in essence, this begins to dictate which cards you can or should play. with an already limited selection, the choice has a good chance of being automatic. not to be negative... at the end of the day, this boils down into a grindy card game, with a lot of your choice made up for you. i wouldn't mind seeing cards expanded into those that could be playable during the action

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(469)

Developer response from nerdook

mmm.. added a tutorial to the game, to explain where the respawn cost is indicated. also, i might be adding additional cards to the game... come back after the beta to check it out again!

wattro

Jan. 16, 2013

Under rating threshold (show) the castle is a bit of a screw over - in a close battle, whoever has the upper hand towards the end will probably lose due to backing your opponents into their castle. i've had consecutive games where in the first game, i was overwhelmed but backing into my castle proved to be the turning point. in this subsequent game, i had the upper hand but forcing the enemy back into their castle was the turning point against me. :/ to fix this, you have to allow me to choose advance or not or remove the advantage of castles

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(144)

Developer response from nerdook

this should be less of an issue with the new Tactics feature. Also, vastly reduced the damage done by Castles.

ringkichard

Jan. 16, 2013

Under rating threshold (show) It seems like Pestilence's difficulty scales excessively. When I use poison immune units and can't win. When I use beatsticks I can't win. When I use healers, I can't win. I had a much easier time against the bosses at lower levels.

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(0)

Developer response from nerdook

I'll fix it! Pestilence should have a lot less reinforcements since the poison effect is pretty powerful. sorry about that! will upload a new version in a while. Update: FIXED.

Notent

Jan. 16, 2013

Under rating threshold (show) I think you have a very good game on your hands here, even though there aren't too many campaign levels. Ignoring that fact I could probably see myself coming back several times to play this game. It's easy to understand and has lots of advancements. Max rating :) *thumbs up*

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(0)

Developer response from nerdook

thanks! it's meant to be the strategy equivalent of Tekken or Street Fighter.... a series of battles against random opponents, culminating in a massive final battle versus a large monster!

cl0wn3r

Jan. 16, 2013

Under rating threshold (show) Also needs in Battle menu so that the player can surrender.

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(0)

Developer response from nerdook

Done!

cl0wn3r

Jan. 16, 2013

Under rating threshold (show) Needs a Stats that players can see, so that we can tell if the lvl 3 Recruit is Better then the lvl 2 Vet. Also,Computer units can fall behind their tower while Player units can't, don't know if that was purposeful or not. May have more comments later.

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(0)

Vladamier

Jan. 16, 2013

Under rating threshold (show) Oh my .. what a good day to be a Kong member :)

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(3)

Developer response from nerdook

hope the game's good. some lack of instructions at the beginning right now, but you'll get the hang of it quickly. let me know what you think!

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