Recent posts by estava on Kongregate

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Topic: Castle Clash / Intro tutorial

Heroes are placed into 3 categories: Ordinary, Elite and Legendary.

Ordinary are the weakest and legendary are the strongest. While players can rush to get a set of legendary heroes, the game can be enjoyed by just playing with the weaker ones until you have managed to get some legendaries yourself.

The game gives us some good heroes as login rewards. On day 7 we get an Elite hero called Pain-Da. On day 21 we get a legendary hero called Paladin. And on day 30 we get another legendary hero called Druid. The Druid one is special, since he is the greatest healer of the game, and he is a must for many of the challenges that we face in the game.

There may be some special legendary heroes that are only available during some game events or by trying your luck with gems for hiring heroes.

There is a lot of pressure to get the greatest heroes if you want to be a great player. And there is also pressure to get the “right” secondary skills on the already great heroes which also demand gems. The more immersed into the game you become, the more you may feel that pressure since there is a lot of talking about them. Nonetheless, it’s good to learn about what the secondary skills can do. Since those skills can randomly appear on weaker heroes that we have a greater chance of hiring anyway. :-)

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Topic: Castle Clash / Intro tutorial

Raids can get our heroes killed. They just take a while to revive and be ready for another raid. The higher the quality of the hero and the higher their level, the longer it takes to revive them.

While you wait for your heroes to revive and your units to be trained for another raid, you can always play other game events like Dungeons, Arena, Expeditions and so on. The hero may be dead for raids, but the hero never dies for Arena, for instance.

A raid to be considered successful needs to destroy just 50% of the defending castle. After that, you may even end the attack to spare your heroes for another raid. On the other hand, getting 100% of the castle destroyed gives back more rewards, including Honor Badges.

Later on, heroes tend to die during raids. And waiting for them to revive can be boring. Fortunately you have other heroes to play with and tasks to do in game. Strategically you may also keep the level of the hero lower by not upgrading them, cutting on the need to wait for them to revive, while saving some much needed HBs for better heroes later on.

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Topic: Castle Clash / Intro tutorial

Might! While buildings and upgrades give us a lot of might. One important source of might is our heroes. Heroes gain might the higher their quality and the more they level and get their skills upgraded. Since we can hire many heroes, and each could give over 100 might each, a lot of might can come very quickly through heroes. Especially for players who buy gems to use to hire heroes with.

Some players rush to increase their might. One problem with that is that it can increase the difficulty of the raids that you do based on the strength of your opponents that are chosen based on your own might.

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Topic: Castle Clash / Intro tutorial

The game offers different kinds of tasks as we unlock them and become strong enough to deal with them. Dungeon, Arena, Expedition, Here Be Monsters, Quests and Hero Trials can keep one busy and are beside the need to raid the castles of others.

At Dungeon we can beat some PvE (Player versus Environment) stages that may give shard rewards.

Arena tests our heroes against the heroes of others. It can be very tough though, as we advance through the ranks very quickly.

Expedition is like a special raid with only heroes. No other units are allowed for attacking, but the defending castles can have units defending them. If the hero dies, you need to wait until the next day to be able to use them again for expeditions. Expeditions give HBs and Trade Merits as rewards. There is a Trade Merit shop on the Warehouse building.

Here Be Monsters tests the defense of our castles. If we clear all of the waves of the stage, we get some much needed Shards rewards, besides the chance for gold, mana and exp!

Quests unlock at around Town Hall 7. They may give some nice rewards like Shards and can be fun.

Hero Trials I have yet to play on. I will update this when I have. It needs a minimum of 3,000 might.

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Topic: Castle Clash / Intro tutorial

The game has 6 different kinds of resources.

Gems, Honor Badges and Shards are the most precious resources, as they are used for hiring and improving heroes.

Gold and mana are the other resources. They are used for building up the castle.

Trade Merit that we earn at Expeditions. There is a shop at the Warehouse building for that.

Gems are often used for hiring more workers and for hiring heroes. Gems give a better chance at legendary heroes, which are the highest quality ones. Gems can be bought with real money giving players a higher chance at the best heroes and hero skills.

Honor Badges we have discussed a little in the first post. Refer to it.

Shards can be used for hiring all kinds of heroes, except for some special ones that are not available with Shards. Players are advised to save the shards to try and hire a legendary hero at some point. It can take over a month of saving shards before players can hire a great legendary with it. Some game rewards do give some good amount of shards though, like Here Be Monsters when cleared. If we can clear it 8 times a day the first stage gives 10 shards per clear. Other sources of shard rewards can add to that.

The game sometimes rewards paying players with Honor Badges and Shards when they buy gems.

Gold and mana are easy to get by raiding other players. Excess of gold is easily used to build and upgrade wall blocks. It doesn’t even required a free worker to create wall blocks, in fact.

Mana we may get more than we have use for.

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Topic: Castle Clash / Intro tutorial

You can refer to the game’s wiki for reference:

The general idea of the game is that we can raid the castles of other players. The opponents are often chosen based on our current might level. The might increases with buildings, upgrades and heroes that we build and level.

Another aspect of the game are heroes that can be used as units in raids and so on. The heroes themselves take a lot of customization and leveling. A hero has two skills, a main one that can be upgraded and gives the hero a unique feel. And a secondary skill that is randomly chosen when the hero is first hired, which can be randomly changed by using gems.

While heroes can be leveled to improve their stats and skills, the tricky part is to get the needed resources to keep leveling them. A hero can get from level 1 to level 40 in one day. But every 20 levels, the hero needs to be upgraded to increase the current level cap of the hero, which happens to be every 20 levels. It takes 1,000 Honor Badges to upgrade to 21-40. It takes 3,000 HBs to upgrade it to 41-60. And it takes 10,000 HBs to upgrade it to 61-80.

While HBs can be used for hiring heroes, given how much of it is used to upgrade the level of the heroes, it’s better to save the HBs for upgrading the heroes instead.

HBs can be farmed in the game.

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Topic: Castle Clash / I like it. First impressions.

Third and last impression. I am a little tired after playing it for 5 days.

The quests that I was excited about became very tough pretty quickly, since they demanded that I had 3,000 might for Hero Trials or that I beat a boss as part of a guild.

The arena can also be frustrating. I haven’t made much progress lately since I haven’t hired any hero and I have been trying to save Honor Badges for stronger heroes that I could hire/get later on. And yet we are supposed to keep on hitting the arena despite losing all the time.

Yesterday I did credit another 20 kreds into the game to help with getting a 4th worker. Four workers have been quite enough for now. I thought after that I was going to be able to use gems to try and hire other heroes. But first try once I managed to save 150 resulted in just a blue sacrifice hero.

Angel is my main hero and she got to level 60. I am glad that I kept the Executioner at level 40, since he dies more often and the higher the level of the hero, the longer it takes the “revive” them. Angel by healing herself has always had an edge, but today the raid got tougher with harder castles with higher level heroes and units. So my rate of raiding slowed down. I did raid a lot yesterday though.

I guess I am a little overburned. Since I began doing more arena and dungeons and raids. My walls got upgraded to golden blocks with all of the excess gold that I got.

Next though would be to try and get better heroes. But I doubt that I can get them on a free-to-play basis. We do get a couple of legendaries with daily logins, but the higher the quality of the hero, the longer it also takes to “revive” them once they die in raids and such.

I have looked a lot at guides and such regarding the Castle Clash, but the emphasis on heroes has ruined it to me. Defending against Here Be Monsters is very tough even with moderately high level towers like mine. We get attacked by enemy heroes so the towers can do very little against them wave after wave.

I feel as though I gave the game a good try. But I am done with it for now.

Once again, thanks for the game! Good luck fellow players!

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Topic: Castle Clash / I like it. First impressions.

Here’s my second impression of the game. I am still playing it after 3 days.

I like the quests that open after we get to around Town Hall 6 or 7. They may give good rewards.

The arena though became hard after just 7 wins. My 3 heroes have been having trouble getting another win. Luckily, losing at arena also gives us achievements and gems. So do fight at the arena just for the achievements. Losing gives us 6 honor badges too I guess.

Honor Badges seem to be most useful when upgrading heroes so they can continue to grow in level. I upgraded 2 of my best heroes. Every 20 levels the heroes need to be upgraded to continue to grow, and it can cost 1,000 HBs per upgrade.

Raiding other folks continues to be fun and is a great source of materials. We also get a few HBs per successful raids.

I was afraid that upgrading walls would raise my Might so I waited till now to start upgrading them. I found out that it does not raise the Might though. So it’s safe to spend excess gold on those wall blocks!

I have been itching to get more heroes by using gems. Which seems to be the preferred use of gems in fact. But I am patiently waiting to get a 4th worker, and only then I would focus on hiring more heroes. Also the daily login rewards promise to give us some good heroes later on.

I haven’t been rushing to beat the dungeons yet. I had even forgotten about them, but the quests demanded them so I got some of them done for the quests.

No one dared to attack me after I got some defense walls and so on. Today I revamped my defense by moving the town hall to the edge and moving the vaults to the center in place of the town hall when it was there. I kind of miss being attacked. But my experience of attacking other folks tells me that defending is pretty hard. Camps and heroes are the best defense and having legendary heroes is important for defense.

While attacking other folks, I used to get 4 HBs. But now I am getting just 3. Someone told me it was because the targets were comparatively weaker. The game is providing me with the targets based on my Might though. (Edit: Apparently upon day reset just now, we start getting opponents closer to our Might again and get 4 HBs per raid.)

The game has been crashing quite a lot for me. It may be due to a combination of my Chrome and video card and flash player or some such. It is a hassle, but it’s bearable.

Hope for more fun down the line!

Thanks for the game.

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Topic: Castle Clash / I like it. First impressions.

Let me start by saying that I had previously played Backyard Monsters and a couple of days ago I also gave Clash of Clans a short try on a PC emulator. I used to love ByM. I hated Clash of Clans right away, first for its emphasis on money and then for the 30 minutes it took to do one of the first upgrades on it. I also gave short tries to other similar games in the past.

Castle Clash has impressed me right away, and I don’t even know how it works yet. I have played it only for less than a day so far.

One of the things that impressed me about Castle Clash was how much easier it was to make a wall than what I was used to in other similar games. I also like how moving buildings works. Here’s my early level base:

I don’t know how I got attacked, but someone attacked my base not long after I started it. I am still puzzled as to how they did it. Based on similar games I thought I would get a shield of several days at least, but maybe I dropped it somehow. Then again, I did get a shield of over 8 hours after they attacked me. I also don’t think I needed to repair the town after that, but I did lose units in the housings and the mines.

I haven’t yet been able to attack other folks. I hope it will be fun.

I like the battle replay. With it we can tell how they attacked us and how poorly our defense did. :-)

The music isn’t too irritating.

Supposedly we can earn some gems in game. That’s always helpful. Beware that using them to buy workers tends to be a good way to spend them.

I spent 20 Kreds on the game to get some of the entry packages that gave some gems and so on. I also wanted to support the game a little.

Well done to those involved. While the game was built with an interface for mobile devices, it still feels nice on the desktop and has a colorful screen. It’s cute.

Thanks for the game.

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Topic: The King of Towers / 10 days review

Before leaving this game, I want to give it a little review based on the about 10 days that I have played it.

It had been a while since I last played a tower defense kind of game. Tower defense was likely one of the first types of games that got me into Kongregate. But after I had played a couple of them, they grew old fast. Since then I mostly avoided them. Until this one that mixed MMO with tower defense.

I liked it overall. I have commended it on being cute. In fact, despite leaving it now, I have re-raised my rating of it to 5 stars. If the game is well-made it deserves 5 stars, even though we might personally not like it a lot.

What I did not like about it was that I found its game-play too slow. I don’t want to be sitting all day long waiting for saving resources to do upgrades with. Unless we buy resources using diamonds and thus money, perhaps the waiting can be way too long. My towers are upgraded to level 16. My magic skills are upgraded to level 15. My two heroes are at level 20 and 19. So I have almost cleared the second map. But the amount of resources needed to upgrade everything keeps on increasing.

My battle power is at above 10k which for a free-to-play player seems to be fairly high in just 10 days. I don’t like the stats being rounded up at 10k, in fact. I would rather watch it grow so show the number at 10,415 if you can. The little incentives may keep us interested in it longer.

I also think that we shouldn’t need energy to fight new levels that we haven’t yet beaten. It may push us to at least do something instead of just saving the energy for resources.

Maybe the rewards should be based on the number of enemies that we kill, even if we don’t even beat the level. Or at least give us something for the effort, like a spin chance. :-)

On a new day we get to do some stuff that doesn’t require energy. But we quickly run out of things to do after that.

I like the idea of mixing up tower defense type of game with MMO. It may be better than using puzzles during the games. If the players don’t make the right moves, they lose. And the amount of enemies that can be beaten can be better for rewards than just AFK-ing during repetitive tasks.

Thanks for the game. Keep it up the good work. Good luck!

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Topic: The King of Towers / Games of Chance


Just to add a data point to your analysis, here is what I got for free after playing it for a week:

I definitely got very lucky since I averaged over 1 Robin heart per day of shuffling cards. Perhaps on the first day I even managed 3 Robin hearts on the same day. It was a lot of luck.

After adding him to the team, it didn’t take long to have the team improved by adding more than 1,000 battle power.

On the first day or so of playing it I also got 2 diamonds from one of those spins. But I haven’t even used them yet. I have been saving the diamonds for when I do have an idea of what to spend them on.

Many games have added “luck systems” to their game play. Sometimes it can horribly backfire like when you try for an improvement and get a downgrade instead. There is definitely a fine line that these games walk between being a family game and a casino game.

The “micro transactions” type of games are becoming ever more popular, by offering a free game that can be enjoyed by those willing to spend their money on it. It’s up to each one of us to know when to spend any money on these games. It’s up to the community then to choose whether to support the game or not. If the game asks for too much money for players to keep on advancing, it will likely fail by keeping the mostly free to play players away.

My character is at level 20 and my main hero is at level 20 as well, after a week of playing this. So far it has been fairly enjoyable and I haven’t spent any money on it. I am not looking forward to spending any money on it, to be honest. I don’t think the game provides for unique value to be worth it spending money on it.

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Topic: The King of Towers / It's a cute game

I like the game for its cuteness. I like it that the game has different challenges using things other than just energy. And for those who only play it once a day for a few minutes, being able to quickly spend the energy is a good thing. It reminds me of some of the more cute games I played on Facebook.

The game feels empty though. It’s a lot of effort just to save resources to do upgrades with. If we are not strong enough for the challenges, it can be a problem just sitting there, saving resources for upgrades. Higher level upgrades demanding more resources.

My char is at level 13 after 3 days of playing it. At this point I am wondering whether I should continue playing it. The gold needed for jewelry is too much – I spent like 1,400 gold on jewelry today which I could have used for tower upgrading maybe.

I am still curious regarding the features I have yet to unlock. But progress has been really slow after the first day of playing it. :-)

Thanks for the game. I hope it will continue to improve. I vote for a more dynamic game-play if possible. Cheers!

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Topic: Heroes of the Realm / Arrivederci

I have been playing this game for 322 days, according to the login rewards data. At the beginning I skipped several weeks when I was playing other games at the time. But I resumed playing this one on a daily basis after that. This is the game I have played the longest ever, at almost 11 months. Before this one, only Ultima Online lasted over 6 months for me. (Edit: I forgot about Backyard Monsters which I also played a lot, maybe over 6 months too.)

I was hoping to find another cool game to steal me away from this one, but it has been hard. Lately I have tried Rise of Mythos which is quite colorful and in line with the dynamics of this one, but Rise of Mythos is less fun. Fights take longer as we watch them, 3 minutes, sometimes way more in team fights… And Pay to Win is more of a concern on Rise of Mythos than on here as it clearly shows in the quality of the cards being played.

I also spent a few days catching up to Elements. Maybe that helped to burn me out. It’s difficult to maintain the stamina playing more than one game, or even playing just one too much.

Since I have made many friends on here, I chose to leave a note to explain why I was going to take a break.

The programs I created will continue to be hosted by the free sites I host them on. But in trying to leave this game, I would rather not spend more time maintaining the programs. They will be up, but heroes may become outdated.

The synergy calculator has support for generic zodiac cards that could take the place of new heroes. Or you could use an old hero of same zodiac as jokey card. Another programmer could also borrow the ideas and maybe recreate the programs with updated content. Mae already has a synergy calculator too, so making the hero dictionary and hero skills wouldn’t be too far off for him. But the source code I used has dependencies that are not open source, so I would rather keep the source code unpublished. Perhaps 90% of the code is in the dependencies. 10% would be unique to the game.

Also I am against donating the items I collected in game. I would rather keep them if I decide to come back at some point. It’s more incentive for me to come back to at least take a look at any new content and maybe update the programs with new hero data.

I intend to perhaps try some games that need downloading. Just to see what the fuss is about. And I hope flash games or web games will continue to surprise me. But lately it seems as though mobile games have taken precedence over web games, unfortunately. Mobile games have simplified interfaces, which I quite like, but sometimes a little more complexity is what makes the games to last more than 6 months for us, right? :-)

Much love and appreciation. Be happy for me if you can. :-)


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Topic: Heroes of the Realm / A formation re-spec

I tried other setups recently, but ended up with the slightly changed formation below:

The change was to pull Canna 1 square to the back. This change helped to make Xenon to move ahead a little more since Xenon does not have room to move to the edge on her first move, with Canna occupying it.

Also Canna staying a little behind keeps her healthier for longer. Enemies that could hit her on her original place now may miss her and lose their first turn attacks.

Something else is that Canna staying a little behind may also give the enemy chargers more room to move, only to close the door on them when she moves, blocking their path with the help of Duora just next to her.

Finally, Canna on her first move will not get in the way of other heroes by moving to the center as she could in her old position. And she might even continue to encourage the other heroes like Xenon and Myseria to move forward on their 2nd and 3rd move turns.

Making the archers to move forward is something unique of this formation. It is pretty much an attacking formation since it pushes the archers to the front, risking to lose them sooner as a result. But Buri, Kloea and Xenon could kill a couple of enemies very easily by targeting enemy casters and fighters.

How it Works

Archers will try to move back and to the sides when their range can reach an enemy. But that’s troubling since defenders are often in front of other heroes. Since the archers will try to move back and to the sides if they can hit those defenders, they may lose a juicy target behind the wall of defenders like casters and fighters.

By placing heroes both behind and on the sides of the archers, we force them to move forward. So now instead of staying 4 squares away from an enemy defender, they might stay as close as just 1 square away. But that gives the archers range to hit enemies behind the defenders that may be 2, 3 or 4 squares away from the archer.

This formation goes one-up on that strategy by controlling the movement of the archers even on their second moves. Because again there will be other heroes both behind them and to their sides, forcing them to continue moving forward.

Buri in particular with her 6 range reach with the help of the Hawk Eye skill can hit enemies hidden in the back for a while if she does not get killed soon enough. Sometimes she wastes some turns by using the Blind skill on enemies that she could have just killed with a normal attack. Since casters are very weak against archers.

In older formations, Buri was capable of huge comebacks at the end of the fight. But in my team with 5 and 6 backliners, she wasn’t very effective at the end of the fight any longer. The Valentine’s armors also helped to shield enemies against her. And my Buri didn’t get perfectly rolled skills either. In the new formation she is sacrificed early on and might not survive till the end. Often she will take out one or two enemies though.

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Topic: Heroes of the Realm / How to make progress on Epirops?

That’s my current progress. I didn’t rush to get to Epirops, since I heard how tough it was for other players. I was very weak in comparison. I didn’t have the best heroes, nor the hero levels. I thought at a minimum I would need very high level heroes to give it a shot.

I kept hiring better heroes and then the Valentine’s armors event came to be. All of a sudden I started to get much stronger than I ever imagined. It was time to hit Epirops. I upgraded the Portal and tried my luck at the Epirops stages. I cleared 2-3 stages on normal without losing a single fight. That was because my army had gotten a lot out of the new blessed armors, for one thing!

With time my heroes improved more, until I hit the roadblock of the Epirops boss on normal. I couldn’t beat him. My defenders, I thought, weren’t good enough for him. But Duora was, and eventually she helped me to clear it. You can watch it on YouTube:

The problem though is that my heroes are still not that great. I don’t have any t5. My t4s aren’t upgraded yet. Only most of my t3s have been upgraded to +3s, that’s part of the reason for me being able to clear more stages on Heroic.

How do you do it? How can you beat Epirops?

That’s the problem for everyone. It’s not easy at all. Everything that you can do to increase the attack power of your heroes or to make your defenders to last longer is a good idea.

Formations for Epirops may need to be custom formations. Since fighters can’t last a lot there unless they have invisibility or at least Back Step, don’t bring most of them there. Chargers may also be weakened or killed in just one turn if they don’t have invisibility and you get lucky with more invisible turns. The Epirops boss in fact is an archer that will try to lure your invisible charger to a sure death. Maybe even using a custom AI for the boss might be a good idea.

You kind of need to try to out-range those enemies or sneak invisible past them. Heroes with extra range like Buri, Ferkere, Eagle Eye Hawk to be able to kill their archers…

Epirops is the game’s final chapter, its nightmare mode.

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Topic: Heroes of the Realm / The stories of my tier 4s

Thanks Bobby. I am happy to entertain others when possible. Cheers! :-)

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Topic: Heroes of the Realm / The stories of my tier 4s

Many players haven’t had the luck to hire many tier 4s yet despite playing the game for over six months. I have been playing it for 264 days, and those are my only tier 4s. I don’t own any tier 5 yet. It’s a lot of luck to even see one in the 4 Oracle slots, let alone to actually win the hero over.

Note: I always try to roll the Oracle with the Pillar of Light being activated at least. I tried to roll the Oracle without the Pillar of Light on an alt account and the results were often underwhelming. So I don’t see a reason to roll it without Pillar of Light.


My first tier 4 was Marsen. I got her from a lucky Oracle pick. She didn’t get the right skills right away. When I could, I tried to fix her skills and I was lucky to get them fixed before long. Her best results came from helping me to clear Transylnia. After I got Myseria which is the same zodiac as Marsen, it became harder to find a place for her in the team. She’s benched now.


After I cleared Transylnia, I was rewarded with Ray. It was a little underwhelming. I didn’t get to play with him much, but I eventually leveled him up to 20 to see what skills he would roll. He missed the Stone Aura skill which again worked against him. Even when I could have played with him, I preferred to play with another hero instead, like the tier 3 Battling Protia.


Neroeru was my first breakthrough. I got her from a formula, which I was lucky to have the ingredients for like Burihara and Ferkere. Formulas are extremely tricky. If you have the ingredients, great! Otherwise, it can be a mirage ever so near and yet so far away. I used the only Ferkere I ever got. She also rolled very well on her first skill by picking up the active skill right away. I may have fixed her second skill with a reset scroll. She is used a lot still.

Ray 2

When I got to level 40 I got another Ray which is not showing in the screenshot above, because he got used for the Lustful Carlson formula later on. Again I was underwhelmed.

Enraged Fendeo

On the reward of level 45 I got Enraged Fendeo. Fendeo was good, but by now I had other defenders like Kyderio, Canna and perhaps Rascal Duora. I played with him up to level 20 to see what skills he would get. He got the best skills which encouraged me to keep him around. He is being trained alongside the other tier 4s now, but he is not on the same level of Duora, despite being a tier above her and having about the same skills, including Dark Soul.

Merchant Myseria

With another huge chunk of luck I was able to complete the disputed formula for Merchant Myseria. She was a limited formula I think. I was lucky to hire the ingredients needed like Suppressed Raola. She rolled bad skills. I waited till I had credited more cubics to try to fix her. It was worth it though. She has since helped my main army to win many fights.

Charging Charles

Charging Charles came from the Oracle. He rolled bad skills and I was able to fix just one of them. He is missing the buff skill. It’s very tricky to play with him, since he can die as quickly as he can kill enemies. I found him to be a great killer at arena. But without the buff he is not too overpowered. I tried to fit him into the team, but once I hired Xenon he got benched.


The reward for level 50 was Xenon. I was very surprised at that since I did not even know that the tier 4 card could be a rare hero too. She made the main team soon, even though she didn’t roll the best skills. I had to fix her skills, but I was very lucky to get the best skills for her in just a couple of tries. In particular I really wanted the Quick Step skill so she could dodge some attacks. Aside from her high strength, her other stats aren’t particularly very high. All because she comes with a very powerful main skill attack and that Quick Step defensive skill.

Lustful Carlson

Lustful Carlson came from a formula. I had to use a tier 4 Ray to get him. I was excited at first, but in testing him at arena, I found that the “massive” attacking skill wasn’t too strong. I lost interest in him as a result, even though his zodiac is interesting (Sagittarius) and with him I could also make a 33 req. team. He is rare, but not that great.

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Topic: Heroes of the Realm / A formation re-spec

I just thought about a name for this formation: A Tight Ship. :-)

From Buri’s point of view she is like a cannon, ready to fire.

I tried maybe over 10 different formations for the past couple of days. I tested them in Epirops, Arena, Colosseum and during raids.

Some other points about the formation is that I like that Duora is more to the side. Since she’s one of the first to move, she could be an easy pick to an enemy Kyderio. On the other hand, I like that Kyderio is more central. He covers a potentially greater area from there.

I also like that Kyderio is not moving first of the defenders. That means that he could have more chances to pull enemies. Something that I noticed enemy Kyderios doing a lot lately.

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Topic: Heroes of the Realm / A formation re-spec

Running a Tight Ship is not easy.

Ever since I added Xenon to the team growing the count of my backliners to 6, and even before that in fact with my older formations, it was sometimes too easy for enemy chargers to find ways into my backliners. When I had 2 fighters defending them, it wasn’t always so bad. With luck the fighters could also block the pathway of the enemy chargers. And even my own charger when I used one (Dusnum) also used to help with blocking enemy chargers, so they didn’t all come at the same time.

Recently though, when the strength of my army was supposedly increasing with the addition of Xenon, sometimes it was hard to defend against 2, 3 or more chargers. Some teams may use chargers like Mesmer Rosy, Silver Yamar, Impenum, Jonderin, and so on and so forth. If the enemy’s backliners survive and prove to be efficient, it can be a very tough fight indeed. Chargers are very efficient against archers, and I have 4 archers on the team!

The last drop was at this week’s arena with the active skills being disabled. Some teams with up to 4 chargers were way too much for my guys. The choice could be between allowing faster movement of the troops even if they might get challenged by enemy chargers, or pulling the troops back a little.

Also, since other players have been creating formations that countered my main formation, either that or just because they created formations that were further to the back, I noticed that my Kyderio’s 2nd move order wasn’t enough for him to pull enough enemies. By being one of the first heroes to move and being so advanced, my Kyderio was in fact being pulled by enemy Kyderios and that was often the end for him.


Luckily I have 2 Libra and 2 Capricorn heroes. I reordered them a little. Kyderio and Neroeru are Libra. Duora and Kloea are Capricorn. By reordering them, I delayed Kyderio to play 4th and Kloea to play 5th following him with her rapid fire. That was an interesting change all by itself. I need more though. That was a chance to come up with a different formation.

The new formation is a riskier one perhaps. More heroes are exposed even though they are in the back. Buri could be targeted by an enemy’s charger right away, for instance. The problem is that many other armies that I have been facing also run risky formations. Formations that perhaps could be countered by a specific formation.

I have also slightly compromised the movement of the heroes. Not all of them advance as well as they could, and the ones that do could become targets of enemy Kyderios and such. I just hope that it would be a balance in case my Kyderio also pulled enemies or my casters/archers could deal with advanced enemies in a timely way.

Counter Chargers

In order to avoid leaving my backliners too exposed to enemy chargers attacking from the sides, I opted to close one side with defenders and to not put any backliner on the other side.

The fighter now can also reach for the defense of the backline or use the first move rapid fire against an enemy defender at least. Although the fighter is more on his own.

Buri Center

Before I didn’t want Buri meddling with the movement of the other heroes. But now she’s enjoying a central position. It can be good to try to take advantage of her aim reach early on. Although by being upfront she gets in the way of her teammates and might not survive till the end. At least she has more HP than most archers. Also if she gets confused, her attack is not too strong to kill one of her own teammates right away.

Xenon now has been pushed more to the edge. It’s difficult though to give all backliners a chance at the center.

The two casters can use the Hawk Eye skill to get the much needed range from where they stand. Myseria is kind of better protected from where she stands, I think. She could last until the middle game at least.

Something that worries me is that Kloea is kind of exposed after the first couple of moves. She could die soon if either pulled or targeted by enemy chargers.

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Topic: Heroes of the Realm / Just stumbled across this game

I have now watched how some of those games work on YouTube. They seem more turn based. I have played some games like that here on Kongregate. But in general I find their game play too slow.

One game I know that takes some tactics “seriously” is War Commander. But you can only play it on Facebook I think. It’s by the same company that created Backyard Monsters. The difference is that in War Commander you get to control the units one by one. It is more of a bummer for the defense though, because they can lose a lot of units whenever they get destroyed. Something that I didn’t like about it was the size of the units. I found the soldiers too small. I never got to play with the latter units though.

Another game by the same company that also had some tactics was Battle Pirates. Maybe all their newer games have more tactics. They have a couple more. All are Flash games.

I am not too fond of games with war themes. A little fantasy entices me more. Also as I recall it, it can be very hard for the defenses to survive an attack in a more tactical game. You could lure the defending units away and easily ambush them.

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Topic: Heroes of the Realm / Just stumbled across this game

“One of Fire Emblem’s signature elements is the concept of “permanent death.”

I don’t know what those games are like. The description of Fire Emblem looks enticing though. But it says it’s for Nintendo.

Single player games may have a different approach. Also something that works for single player games is difficulty mode and even cheat codes that give you many extra lives and godly power. But in a multi-player game, if one player can always win, it’s bad.

That’s for example what doomed games like Crystal Saga and Wartunes. Players could buy themselves a lot of power. They were godly and would often supply the market with good loot that they did not need since they could loot everything after they became that powerful. Then free players would wait for some of that loot to try to become a little stronger themselves. In Crystal Saga you could even kill other players. But it was so quick. It was like you are wandering in an area trying to loot. Out of the blue comes a guy that you have barely seen given the lag. Then bam, bam, bam you’re dead back in the city. You hardly saw what hit you. It had some tactics perhaps, but the distribution of power was uneven.

Games that scale the enemies as you grow stronger can be very bad. One example I have is Dream World. You get 1k stronger because of level, the boss gets 1k stronger along with you. If you then don’t become as strong as the game expects you to be, perhaps because you lack the right pet or something, the battles get very long since the bosses get a lot more HP.

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Topic: Heroes of the Realm / Just stumbled across this game

Merlin, say you play a game like StarCraft. You want to build up your strength and then attack or defend. But then comes a guy who is not waiting and beats you in 2 minutes with a rush attack of just a couple of units. That is bad. Then the StarCraft company helps you by making it harder for someone to beat you in just 2 minutes. And you try it again. You start a match and then someone comes and destroys you in 5 minutes. Well, it was not in 2 minutes as before, but you are still pissed off that it didn’t last nearly enough and that you weren’t close to winning it. Then you may try to adopt the other guy’s tactics. You want to be a rusher. You get crazy at clicking and pressing… and you now can beat some other guys using that tactic. But it’s a little stressful and you aren’t taking the enjoyment that you expected out of it. You aren’t using the technologies that can only be useful after 20 minutes of playing, just the ones that you can use right away like “zerglings”.

This game gives us the chance to build up and try different approaches. You can play it against yourself or against other people. If you play it against yourself, you could try to improve your army from week to week, nevermind what other people may be doing. And if you are playing it against other people, you could try to beat them at Arena, Colosseum, raids…

If you instead like teamwork, maybe playing at the Party Portal would be more of your thing, even though it can be hard to get the dungeon tickets needed for it. Again, the battles don’t just cost energy. The battles may be limited by number of opponents provided to you like at Arena and Colosseum.

We can see how a highly tactical game like StarCraft may not be appealing enough to many people. It’s a great game. But so what if not many people find it appealing?

I used to play games like StarCraft with friends. One of my friends was very hard to beat. He would always try to rush me with whatever units he had, towers, cavalry, etc. I recall watching some StarCraft battles when the battle would be won by just the very first Protoss Zealot built. A rush of 1 single unit would be enough.

Games need to have a balance. Just wishing for tactical features maybe wouldn’t be enough. Then the developers would need to be nerfing cards or something like that to try to find a balance and encourage more diversity of techniques. Otherwise players could find a handful of rushing techniques that would nearly always win.

Some games seem to have been introducing puzzles to try to find a power balance. Maybe even this game has puzzles to try to balance it. The Arena and Colosseum have different features making battles unique. For example, the Arena makes the heroes to be level 1 and without gear. The Colosseum does not have army-wide mystic cards, but does have tactical cards. Even Synergy is a puzzle that we have mostly solved by now.

Whenever you think that the game is “too slow”, think also that some games are “too fast” lasting just 2 minutes a match. :-)

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Topic: Heroes of the Realm / Just stumbled across this game

What also makes this game good is how well-programmed it was. Sure, it has flaws. Sure, it can be demanding. Sure, it might work better on Chrome or on faster computers. But the technology is good.

It’s as though the programmers behind this game had a lot of experience. Maybe they went to game programming schools and learned how other games did things like damage formulas. Maybe they learned from Blizzard’s games.

Also consider the origin of the game. This game apparently came from Korea. Nowadays many games come from China. And the formula that Chinese games use to extract more money from players can kind of doom the games after the first month of playing it. This game being Korean, maybe it’s one of the company’s first and only games using this exact format… They put a lot of originality into it. Those things like varying conditions…

I have played many “original” games and I miss some of them. Maybe not all of them worked as well as I remember them… I do recall that what doomed some of them was having to start new servers all the time. And perhaps the PvP that some players really hate when they have their cities/planets destroyed by others.

Make it feel less boring.

Consider that the developers have created a game like this one. Then they could ask, “How can we make it better?” One answer is to make the repetitive tasks less boring. Say, if the battle could last 1 minute, but they made it possible to skip it, wouldn’t that be better than having to wait out the 1 minute times how many fights you do every day?

Some games try to charge us for the feature of skipping the battles. No, thanks!

Some games that have battles like this one’s that are just played out have really boring units. I don’t want to watch armies like Roman soldiers moving across the map and they all look-alike and they hit each other for -1, +1 damage. The battles being played for us makes the process less demanding, and thus fewer players feel the need to cheat it. The servers can better protect against cheating too.

You could also be one of those players who really like cheating in games. Say, you could maybe use a bot to automate 95% of the playing for you. To avoid that games have started to come with AFK features, but leaving the AFK turned on all day can be kind of boring after a while.

Since some players can play 24 hours a day, and others can’t, developers try to balance it by only giving players limited energy. They also balance the loot so those who can play it a lot don’t just get all that they need in just a week of playing it. Some games like Tyrant start to feel very slow at latter levels with much more limited energy since the battles start to cost too much energy. Say you have 100 energy, and a battle costs 12 energy. You can only do a handful of fights and then have to wait another hour or so to do more. Limiting the fights based just on energy alone can be a problem.

The game feels right.

That’s some of what this game gets right. There’s plenty of energy for those who play a lot. Events can help with giving more loot that then takes a while to reappear. Battles can be skipped. Units are different, have different skills and avatars. The game is not too appealing to cheaters. Even players who start alt accounts don’t enjoy too much advantage and may even get burned out more easily if they do because there’s a lot of energy to spend and a lot of repetitive tasks to do in 2 or more accounts. PvP doesn’t just kill you. And PvP is worth game coin (Soulstones) so you don’t just want to be the bully in case you could profit more SS by hitting stronger opponents.

The game can cost money. Which is a downside. But at least it’s not a guarantee that those spending money will always be stronger than you, since there’s a lot of differentiation and luck and effort that can help you along the way.

Is this game dying out? No, not quite. Hundreds of players play it a lot. But to the developers they just want money to help to maintain it. Events cost money to develop. The game keeps changing too, new features/cards are added from time to time. Although the origin of the game is Korean, the American version has its own flavor of cards and heroes that are at least slightly different to the ones in the Korean servers.

My interest lies mostly in these Kongregate Flash games. I don’t even have Unity3D installed to try the games that depend on that. I have played a lot of Flash games that wow’ed me and I hope new ones will continue to surprise me. :-)

I briefly tried that game that you pointed to me Merlin, the King’s League, but I didn’t get to play it a lot. It seemed to be single player. It looked quite interesting though. Thanks. Maybe I will give it a shot again.

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Topic: Heroes of the Realm / The Arena Strategy

Another strategy mentioned by a guild mate was that on Mondays we could beat the 18 opponents and then refresh it and beat 2 heroic ones. Since we have just 20 tries a day and just 18 opponents a day. Perhaps this strategy could be even more profitable since we could always use the 20 tries every day to try to profit more points from it.

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Topic: Heroes of the Realm / The Arena Strategy

Thanks for jumping in, Ricardo.

I just scored 641 points on just the first arena weekday, Monday today.

It went like this: Beat 6 heroic and 2 difficult quickly. Then refreshed the list, and beat 6 heroic and 6 difficult more.

On Monday, it’s important to wait to start the arena fights just when the Refresh button is enabled. Then you can score points quickly and refresh it, before the points that you have scored get computed by the general system.

When refreshing the list, the general arena system will use the scored points to decide on your opponents. You may have seen that it takes some time for the scored points to get computed for you arena rank. If you refresh the list before that happens, you will get opponents who haven’t scored any points yet, which means that their armies will tend to be less powerful and by beating them you will score even more points.

P.S. I missed that by using this method I also got more Roullete ticket rewards from the 6 normal fights left.