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There's a bug where if you change a hero's type with cheese and then change it's type with an item, it will revert back to it's original type and will no longer change types with an item.
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I insta end the game, when I see I picked the wrong elements.... I think you should be able to see all elements that will be in a map, not just the recommended one. It just inflates the number of failures
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3. NO sell button, WAS a nice feature when you could see the round for yourself, look at waves and choose appropriate heroes. Right now its random - I randomly received this, randomly got on some random quest, randomly shown that I WILL suck, since again, I didnt take Snow, because - 1. I wasnt given any yet, 2. I was told that Poison is nice to use in this quest. 3. There are 8 flying waves that are only weak to Snow, which means all of my heroes - 8-10 of them, with 80% dmg will do... 8? Maybe things can change after you train and max out heroes, but thats not fun to lose because you cant win, tons of times.
The last thing. Seriously, all these - personal Skills, talents, heroes stats and so on, - its nice. But not in the way its been implemented. Too frustrating when you have to spend lots of time by guessing what can be useful, and whats not.
Other then that, its quite interesting, but if youre not searching for glitches, you wont receive much of fun. 3/5
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2. Interface looks nice but FAR from been useful. Lots of stuff could be put in much smaller tabs, rather then Making large windows. The Skill menu and unit stats menu - are both horrible. All could be put in ONE window, since I, personally didnt care much about all those STATS at all. Its just I DO hit the enemy by using 1 and only 1 possible upgrade way for each unit I could use in this situation, or not. However I spend lots of time by openning skill tab which is the only useful one.
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Ok, so I spend like 4 hours on it without any khm, real effect.)
So. 1. Swordmen are useless, yes, repeat this several times. When I'm told - FIRE is the best choice, and the only Fire hero I met for the past 4 hours was, what do you know- the first one with MELEE units, - I say, ok, fine lets try this out. Beginning of every NORMAL (lol) quest is all right, quite simple, you just cut the enemies and wait for some gold. After that you might get a Flying wave on 2-4 with, energy resist and fire weakness - awesome isnt it? So my mages, wont do damage, and my swordmen simply stay, and they MIGHT stay for 7 rounds out of 10-12. That IS plain stupid. Too random in my opinion.
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As shassa said (please + their post so it shows up top), for forgotten cavern, fire in back energy in front even before the flying energy absorber shows up. I used the bog standard footman (moderately leveled) and never promoted them once. I also replaced the worthless knight for a tribal crossbow for the flying mid boss. Flying and final bossess are pretty effing weak compared to the wave next to last.
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Good balance between different unit types, good soundtrack, great upgrade system. Very much replay-ability, great artifact and merchant system, find an artist to draw unique portraits rather than recoloring Spawn. Very fun game. 5/5.
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5/5, fantastic addition to the series. also, great job adding references throughout - it gives the game that much more character.
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I just finished all storyline quests, and I found that mages are really good. Whereas you have to split your skill points when you use meele and ranged units, you only have to concentrate one skill(magic use) when you use mages. However, you will suffer shortage of heroes in the early and middle game
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Having trouble? Remember, it's quantity, not quality so much that matters.
What works for me, is I buy one, and then only upgrade its damage. And then buy more units. Until I've got my quantity, then I choose my quality.
Hope this helps. ;)
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Top quality game. Good luck on the $1500 prize for June, you definately deserve it (although The Enchanted Cave is an amazing game).
Observations: -melee units need to get buffed
-side quests border on impossible to complete (some of the storyline quests would be too except you can repeat them until you get a winning formula)
-the [absorb] ability seems bugged (ex. Lich boss on one of the storyline quests absorbs magical fire dmg, but takes dmg from crossbow fire elemental)
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Once I gave up on melee units and only used champions with two ranged units did the game go from hard to really easy. Focus on two heroes with different elements. My trainee with no upgrades does 49 damage - that's enough so I don't have to worry if enemies' strength matches my element type or if they are strong ground units. Just have a backup element for the absorption guys.
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Another minor complaint: since armor is flat damage reduction, armor penetration is a flat damage increase against units that have armor. But the units that can get armor penetration typically have high damage per hit already, meaning that the regular % damage increase skills increase damage more even against armored targets (and of course work on unarmored targets also) so that it's really only useful for filling prerequisites for more damage. On the other hand, units that have low damage and therefore most desperately need armor penetration can't get it, meaning that no matter how you build them they're nearly useless against anything with more than 4-5 armor.
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my only problem is that there's a lot of guess work when it comes to choosing the right heroes for the job. After choosing a hero whose element corresponds to the recommended element, you only have 2 spots open. Many times I've had to end a mission just because the other two heroes I picked were the wrong element. In the old games, this didn't matter because you could put units of any element on the field. Perhaps next time you could give us either a way to change heroes in the middle of a battle or a way to learn more about what elements we'll be facing.
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I think that there should be an item, talent, or unit skill to enable melee units to attack flying units, even at reduced damage is fine as long as they aren't useless. Please vote up if you agree :)
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well, i like it but.. ill be doing good, no leaks, lots of units, lots of upgrades, then they send out super haxxor wave that can barely be touched. wtf.
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Haha, best quest ever: "World Dominator"
The villagers reported no signs of evil up to two days prior, when several of them turned into lumbering monstrosities!
Shame there were no Michael Jackson or Ronald McDonald zombies, though.
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Great game! My only criticism at this point is the 'fire hero' button, which I interpreted as being a glitch, telling me that all my heroes were of fire element. Maybe changing it to 'disband hero' would be more clear. 5/5
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The trouble with that is that it's very easy to get screwed on normal quests because you guessed wrong about what heroes to take.
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Does it make me a bad person to wish there were reputation and maybe even gold penalties for losing? Just makes the game far too risk free, in my opinion.
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This game seems to complicated. You have an rpg here, a tower defence there. It might just be me though. I'll give it a 4/5 :)
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As a start i wanna say, i really love your games (:
Now I wanna say; You really got to do something about the leveling og units on a map. Right now, I can't spot who leveled after just a few rounds, since they all got the level up effect on them :/
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@deepvoid - I guess I am a silly goose then. =P Will check it out should I come across it again.
But there seems to be bugs with consumable items pertaining to heroes and not yourself. The ones that allow you to learn a new skills work just fine, but the others end up as something undefined and stays that way even after you refresh. =X Lost some items I had in my inv and a hero with all his xp gone.
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Never-ever wipe a hero's memory, not only you might lose several items to a bug but the hero will have far, far, far less skill points than before (especially if you have the construct which has +1 in every skill normally)