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In other words, it will turn around and chase him down, allowing your other units to pummel him from behind without getting killed. Whenever you run low on mana or get the boss all the way to the right side of the stage, have your hero move all the way back to the left of the stage. This will mean the boss will have to fight through all your units before getting to your hero again, giving you time to store up enough mana for the next time you run past the boss. Do this around 3-5 times, and the boss should be dead with minimal effort.
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Tips for the trial bosses (especially 2 and 4): Despite what you may think, the hero is not actually completely useless later on; with Viegraf at least, his attack causes him to move forwards a little bit, allowing him to pass through enemies after a few attacks as long as his intended loacation is past the enemy, not where the enemy is at the moment. Use shield and first aid to keep him alive (as well as whatever accessories will keep him alive the longest; Turtle Shield works great for this), and have him move through the boss; the boss will focus on him instead of your other units.
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To make this an even more awesome game for me would be to make it o you dont have to keep clicking the speed X3 button at the start of each battle.
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people are complaining about the massive xp build up on commonly used units after they are fully upgraded so why not have another tier of upgrades after you pass certain lvls or after they max they have a basic attribute upgrade for a 1000 xp? just so long as its not sitting thier
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I feel restricted by the lack of neutral buttons, or freely able to attack, not being restricted with charging and sitting back. I felt pretty self-conscious.
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One cool trick I did for the final battle against the king of hell as the ghost rider look-a-like, after I messed up and had to start from scratch a second time, was snipe him at the beginning with a volcanic blast. It makes him head towards you and the angel from the beginning so you can keep sniping him with blasts until he starts dueling the angel. It saves you the hassle of having to replay that entire level if you just want to kill him and move on. And you can apply this logic to any other battle that involves a boss that appears from the start.
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Nice job making a game so small we need a magnifying glass to play it. You do know that vector graphics scale to any size without loss of quality, right? So what's your excuse for making an "Epic" war as small as a Japanese 8 year old's pee-pee?
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lmao, first time I clicked quit to see if I could save and it says *doing homework?* As if anything less then that is not worth taking a break from the game! XD. That was a good laugh. 5/5 for creativity with the quitting screen.
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It gets REALLY annoying when you click the button to send all units in, and then forget your hero is in there and watch them die in a split second, even with their HP maxed out...
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I noticed, that if you can draw out the king of hell, you can go right up to him and be almost out of range when within range of his attacks..
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You should give all heroes some kind of weaker ranged option they could switch to so that in later levels, when charging into melee would be useless, they can participate in the fight while at the same time keeping them from being overpowered one man armies. It would really be the best of both worlds.
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I assumed i'd get a new accessory for maxing out every character, but nothing happened. Kinda disappointing conclusion.
It's weird having all the empty slots for more accessories and characters, yet there is nothing else to unlock.
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i hate the size and power variation of the units theres a big number of different units cant you make an combination of strong units and do not make them bigger and stronger?
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Also could really use a magic hub, I really dont want to click on a certain portrait to cast a spell, and click it again to recast it a few seconds later.
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I think I found a bug, the mages aren't attacking in the right place (they usually send the spell on my group area instead of the enemy's)
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Would be nice to see units stats ping up underneath the unit bar on the formation screen after you click on them at the top, would make comparison of units easier o_O.
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I noticed that most of the bosses were basically giant versions of the units except with more health and attack. Perhaps you could be a little more creative in designing them? The only bosses I liked were the king of hell and the titan bosses.
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It just seems like it was kinda slapped together. I'd have been willing to wait longer for a better put together Epic War.
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Yeah umm... the AI is reflective of the guy who made this. The white tiger loves to sprint past some of the harder bosses, causing me to have to stop everything and tell it to retreat and advance again. Once again I wasted my time.