Since units bunch up, it is quite often impossible to tell when a unit is about to die (unless it happens to be on "top" -- and wizard healers aren't remotely reliable), so a scrollable unit list that the player can apply the spell to would be good (particuarly if it sorts by most wounded/least life).
Too funny: people praising this game for not having an energy system, when the high across-the-board-for-everything resource costs and excrutiatingly slow resource generation are far more constricting than any energy system I have yet to encounter... Maybe people just don't like the word "energy"?
Ok, I *think* I have fixed it now (the Kongregate version of the game locked up my IE too, but I was able to see the ending with the new version I just uploaded). Computers is hard. D:
Alas, I just tried the same party configuration and got to see the glorious ending. I will keep trying to track down the problem though...incidentally what browser are you using? I very much doubt it makes a difference, but who can say?
(Failing all else I could upload the inspiring final cutscene to youtube =P)
Killing the last enemy on the last level doesn't end the level (I've tried at least three times now. Paladin/Archer/Ninja/Sorceror, at least one get knocked unconscious every time I try). Other than that, seems a nice game (though I think hiring the quide or the bard should have some small additional benefit... Maybe the bard could randomly shave off one turn of cooldown time on a random cooling-down ability? And the guide could show what will be coming next down a given path? As is, I need the money for the inn, so there's no reason to ever bother with them (the guide telling you which of two locations has less golems is only needed once, and its still not worth it).
Strange bug! I'll try it with that combination and an unconscious hero on the last level. Sorry you haven't been able to see the glorious ending :(
I'll definitely try to think of some ways to make the people you can hire in town more interesting, if I get a chance to do an updated version. =)
I've been trying approach after approach, but regrettably I cannot add this functionaliy. The core architecture of the portal screen has, in hindight, a huge flaw in it. That flaw prevents any knd of sorting or filtering off of "Win Status". Sorry dragon_of_celts. If I think of a workaround in the future i'll add it but for were out of luck.
Overall, I like it; but I think the fire/water random disasters need to be a bit less harsh. A way to mitigate them (e.g., sprayer/sandbag(?) units) would be nice. ...As far as the puzzle levels (by RedeemedWahrior), after 2 uber-easy ones the 3rd has me stumped. It doesn't appear to me to even be possible, but 2 people here have said that the LAST one (4th) stumped them, so I guess I'm just missing something...?
The severity of the disasters are controlled by the mapmaker and range from "none" to "slay them all". For the time being your on yor own, no support units. But it is something i'm considering adding at a later date.
I don't understand..
The game checks that all 52 "cards" are unique and there are no duplicates.
You should meet 4 times the same number, but with a different family.
Thank you anyway for the feedback.
No reason to not fire? Autofire. Make power-ups the shape of the ship or round or something that sets them apart from the enemies other than just colour. Make the wall segment where enemies are going to appear change colour or flash to indicate imminent arrival. Make achievements have effects (e.g., extra shield capacity, bonus damage vs certain enemies, etc). Also, explosions often appear opposite of where they should. I'd think that shockwave would push back enemies that it doesn't kill.
Thanks for the feedback! I disagree with the autofire, but the other points are really good and I will consider them when I update the game.
EDIT: I built in an autofire button, because many ppl seem to want it.
To all who complain about moving when casting: you don't cast by clcking the book icons to the left of the character sheet (I don'teven know why those are put there -- it's really annoying), you click on the spell image in the inventory section, then on the casting location (when applicable).
Please allow semi-automatic fire (keep firing if Z is held down). Also, currently there is no reason to ever not have the ball shield on (other than a tired finger) -- so either leave it on or don't let the player fire while it is on.
You should let the ball hit the enemies, but rather than necessarily damaging them, maybe have the ball affect enemies it hits in different ways (based on the enemy): EMP (no firing for a while), warp to earlier (open) position, or kill... Just as some possibilities. You could add poison or armour damaging, if you give the enemies HP/armour.
Gah! You were never supposed to be able to fire with the shield up, that was a last minute bug that i didn't notice, thanks for pointing it out. It's fixed now. Appreciate the other feedback as well.
Interesting take on the 1-button genre. I liked it, overall. The first level is by far the hardest of the bunch, with the apex of the mountain and last house right under the avalanche llama. Kind of weird to "let go of the gas" and roll back up the hill in level 2. The last level is the easiest (by far).
Bringing down enemies with the bow in the short space and time available ranges from difficult to impossible at the beginning. Bringing down ladders (and thus enemies) with the sword at every point in the game is easy. Do yourself a favour and ignore the bow. As for stats, you know what they say: "resistance is useless".
I like the idea, but it needs a bit of something... Hiring guys with low strength is completely useless (unless they give an income boost or have strength upgrades) since strength is not cumulative (if I send in 3 guys of strength 2, I don't have 6 strength to work with). Despite that, it is too easy once you figure out how it works, so there isn't much replay value (maybe have different cities with different easy/hard spreads?).
Freeze happens when player's units are standing on locations that the comuter wants to put its pieces on (on the first level, when the ships come and deposit enemies along the shore, for example; if you have any units along the shore up to and including the village, it will freeze).
Ok, I *think* I have fixed it now (the Kongregate version of the game locked up my IE too, but I was able to see the ending with the new version I just uploaded). Computers is hard. D: