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I really liked the game. The only problem i had was the inability to move charging units. I didn't mind it too much except when I created a row in the center and it walled off potential matches from each other. It was particularly frustrating with long charge units. Overall though this is the most depth I've seen in a match 3 game and I loved it.
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Found a new error on move consumption. If the reserve number is at "0" and you click the launch button, the move counter doesn't get reduced until you move a monster. So if your Move Counter is at 4 with Reserve at 0 and you click Launch it stays at 4, but when you move a monster it reduces it to 2 (one for the launch button and another for moving the monster). I clicked on the launch button 20 times for the heck of it and when I moved a monster it went to -22 before reverting back to 0.
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Awesome game! Very depth story, good characters, and Im not giong to say nothing about animation ´cause Its a pixel game.
Good battle system units are not overpowered, you could add more units? Or you can make the upgrades more significant because a spitter full Its almost the same that a flying zombie...nevertheless this is a awesome game and deserves 2 things:
My 5/5 and achievements (for at least finishing the story)
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"Necrophobia: N an adnormal fear of death also called thanatophobia. 2 an adnormal fear of corpses." information taken from a Dictionary. Now that that is said, I find the storyline in this game to be quite fasinating. A "villen turned hero" storyline is one that is quite uncommen in any form so to see one is very interesting. Besides that, the pixel form used for this game is very good, but useing a painting for the endings, I believe, clashes with the main pixel form. Despite that, the storyline combined with gameplay makes this game a perfered one in this website.
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Turna you've made a great game and a sequel (maybe 500 years ago as Louvre the dark lord :D) would be awesome also i like how the title only apply's to Louvre
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The most annoying thing about the "No Upgrades" badge is i bet i could easily beat the game with no UNIT upgrades. As it is, i simply don't have enough people on the board to go all the way. Even with Roze's unusually high charge value, i don't have enough people to have a reasonable chance at victory now, much less for the next 3 missions. My current Threshold of Uselessness appears to be Green Forest. If we were allowed to buy up non-unit upgrades for the achievement or there was some way have 3 or 4 units rather than 5, it'd be doable, but right now it appears to be a near impossible "bragging rights" acheivement with nobody to brag to.
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Pretty nice game. It was a nice take on the match-3 concept. I found a few bugs, though:
1. Sometimes characters would be removed after I unclicked, usually after moving them. This even would remove characters about to be charged up.
2. When you focus out of the screen, it says paused, but the enemy turn still proceeds as does your charge.
3. Sometimes when you click back into the screen, you'll be exited back to the main menu, even when you definitely do not click the exit button.
I would recommend getting rid of pause on unfocus, since there's not much need for that in a turn-based game. I would also recommend moving the exit button into some sort of pause menu. I accidentally hit exit instead of end waaaaay too many times.
But overall, I really enjoyed it. :)
Thank you very much for all the detailed feedback :)
After some consideration and testing, I think that was a good idea and I have implemented all of it in the latest build. Enjoy!
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literal game breaking glitch. If you accidentally move one of your people before the charge occurs, it will cause the game to freeze up. Just a heads up, don't do it.
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Hmmm noticed a couple times where it glitched and didn't register that I had three monsters in a row. Aside from that, really fun!
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Has anybody won the "no upgrades" achievement? Does it mean no upgrades to the character (turn number, reserve number, life) or no upgrades to the units? Or does it mean no upgrades at all? Is it even possible or did the developer just put it in to see who would go for it?
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I was surprised by what happened at the end of the final battle if you loose. I like the thought you put into this game. Well done.
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I reckon a multiplayer mode would not go amiss. Think about it. You could choose your army out of any playable/non-playable units, have a limited amount of money to spend on upgrading them (but not yourself) and then face off.
Otherwise, this is a very inventive game with challenging gameplay, an interesting story and a twist on match-3 games. The two problems I have with the game is the steep difficulty curve (which is practically vertical by the time you get to the final level, and I think Melvin should be nerfed) and OH the Engrish!!
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Change the scoring system a touch. The longer a battle is dragged out, the higher the score... the normal ending is harder to get than the good ending.
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I normally hate tactics games, but the gameplay in this is fantastic. The story was very good, although the dialogue was a little rough. It was a little on the easy side, but it kept me entertained until the end. Very fun. 4 Stars.
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I found a downside to the exploit reported earlier. If you use all your move before it registers your Charges for the turn, it skips straight to "Turn End". I guess it seems silly to report a glitch on an exploit, however, considering that if the exploit gets fixed, the glitch becomes inaccessible.
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Thanks for the updates! One more bug: If you click "Launch" but there's no one to launch, then you make a normal move, it decreases your moves by 2 (should be 1). Also, the game will be more newcomer-friendly if you make illegal moves (like shifting the leftmost guy to the left) not cost a move.
Strange, if you have 0 Reserve Unit, you shouldn't be able to use it. Can you elaborate more on how is this happen?
The illegal move problem have been fixed :)
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Great game. I loved it, but this is the list of things i DIDN'T like: Sometimes i accidently move things without meaning to due to the drag system, there is no diagonal movement and as soon as you move "up" you fall "down". Although i understand the logic behind this, these cause some common user errors: wasting turns trying to stack 3 people in a column that is 2 creatures tall, burning move by accidentally moving a creature "up" into empty space causing him to fall right back down, etc.
Just a few suggestions, though.