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i think it would be cool to be able to upgrade your skills and change them. some skills seem decent, and others remain severly underpowered
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You should add upgrades to your general, since its a bit too weak. If a 3 Veteran swordsmen level 2 can kill my General. Its practically worthless, aside from the fact that it is just a slightly overpowered version of the Veteran Swordsmen. So I suggest you add a class for each general you choose. Like an archery class where your general shoots arrows, or a tank where it absorbs all the damage with its heavy armor and attacks slowly. Something like this would help a lot in the boss fights despite that your General itself is not the tide changer.
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Suggestions for future versions: ability to sort cards, ability to upgrade cards using exp/gold, one row to hold cards that are not used in play but retained for either future upgrades or because you are building a deck tailored to your foe, stats showing us the damage dealt/kills/damage taken/deaths/reinforcement points used by each card, upgrade spells using gold/exp - add new spells you can purchase or earn and allow for a 'deck' of spells limiting our choices in each fight.
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With only one unit left on each side, I used the "instantly kill 1 enemy" bonus. Apparently a tie is no better than a loss; I was "defeated" by the remaining non-army.
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I understand grinding is on purpose here but it is really annoying when you get a new card and it's on recruit level when your deck has rank 3 and rank 4 cards.
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It would be really great if you could hold on to a few cards more than what your hand could hold. Keep two cards as reserve and switch them in and out .
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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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If anyone is looking for a good strategy if you get a retreat card, and you can retreat back to your castle then do so because thats where your army responds and will easily dispatch any unwanted intruders getting to close.
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Maybe a bestiary on the units you have encountered and the unit you haven't seen in question mark. So we all know what unit to expect and the legendary (orange) units that we can possibly purchase, and then build a unique deck.
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There is a huge flaw in this game: Your commander has a respawn cost of 0, so if you play only ranged cards, your commander will simply die over and over, meaning your opponent will lose respawn points while you will not. Every level is very easy using this strategy.
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So far I've seen just one good guide for Monster Legions:
http://www.eioira.com/2013/01/monster-legions-game-review-walkthrough.html
My opinions:
Best Starting Unit: 1-Goat Bowmen, 2-Monkey King, 3-Rabbit Rider
Best Early Game Unit: Armored Brute
Best Tanks: 1-Armored Dragon, 2-Stone Golem (poss. Bone Golem also)
Best Ranged: 1-Longbow Archer, 2-Goat Bowmen, 3-Flame Archers
Best Melee Damage: 1-Giant Sandworm, 2-Archangel Guardian (poss. Shadow Vampire also)
Best Healers: 1-Healer Monks, 2-Goat Bowmen
Best All-Purpose: Polearm Slayer (anti-cavalry/monster)
Generally Good: Ultimate Knight, Venomous Scorpion, Blade Berserker, Archangel Guardian
Good together:
-Daemon Balrog, Flame Archers, Fire Monk
-Death Monk, Wolf Pack, Goat Bowmen, Monkey King, Battle Puppet
-Fire Monk, Flame Archers, Armored Dragon, Stone Golem, Armored Brute
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nerdook as always I enjoy your game, but there should be a way to either level up units or it quits giving you the weaker ones as you play, its really quite annoying to lose a battles worth of gold selling back recruits when your at the T4 level..and as far as getting a level 10 unit it seems like blind luck, so the best player armies would just be who spent the most time or had the best luck rather than who thought it through
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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
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!
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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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If you replay a level more then 1 back from where you were at you lose your progress and have to advance again from that level. I was on 04 and decided to replay 02, it reset and would not let me choose 03 or 04. Also the enemy advances in difficulty no matter which level you play, this seems to take some of the value away from playing past levels.
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I wish we could store card and can build deck instead of have only one perm deck to use and old card will be gone forever once we select to use new one
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I think instead of giving you nothing but money at the end of a boss fight, it should give you a choice between 3 or 4 cards, as it is hard to collect an army of 1-3 units.
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I know it's counter to what make Nerdook games great, but dammit it would be nice if they'd let you kick butt for at least a little while instead of always one-upping your cards. Oooh, you just got a dragon? How cute, check out my armored dragon...
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hm i'm very confused to see unit HP
at first i tot the green and red bar under unit is the HP ( my reaction just like why the hell the hp doesn't decrease? ) after some time i just realised that tiny white bar is the HP ==' . Sorry for my bad grammar
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I cant get a card higher then lvl 15 , keep getting 14 and under and im stuck , i beat the bosses alot , so im confused if its normal or not because i see people lvl 20-99
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"Maybe you want Veteran Archers lvl 7 for your money?" - "No, I don't. Anything else?" - "OK, then maybe you want Veteran Archers lvl 7?" - "Certainly not. Is that all you've got?" - "Wait, let me find you something. I think you could use Veteran Archers lvl 7." - "Are you f**king kidding me?!"
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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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Kinda underwhelming when you beat the 'final boss'. Hurray you beat the game! Now do it again, with a few more new units and slightly higher levels. It would be cool if you got like a special card for beating bosses, or even if there were more bosses! And if there are, I either neglected a message telling me there was or there wasn't one.
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For people who suck at this game (like myself), it might be nice if replaying a level didn't get progressively harder, throwing me into an endless spiral that reminds me how slow my brain works these days.
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There should be some sort of card storage, so if you decide between battles that you need a specific unit, you don't have to rely on pure luck and lose one of your units.
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You know what would help? A stats chart showing round-by-round kills. That way, we can compare different round kills of each unit in our deck and can better decide which cards to swap out.
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What is the point of upgraded cards, when my army grow stronger, the enemies grow even more stronger with new units that i don't have???? Just give me a set of cards to pick from and formulate a strategy to win instead of grinding on and on.