Dear player, thanks for your request. Not all the quests are added to the “tasks”, but only the most important. However, you can not pass by them on the map, as they are marked with an arrow.
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After defeating Sigismund, the elder meets me and invites me into the tent, but there is no tent and the quest is not added.
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Another request. Is it possible to add some hotkey that would switch the visibility of the interface? It often happens that you are a few meters away from the end of the Snow World, and the resource is under the level indicator and there is no way to get it from there.
Dear player, we understand how frustrating it is to find yourself in this situation and stuck between the seeming availability of a resource and the inability to take it...
I sincerely wish to be helpful to you, but I have to honestly answer that we have no plans to implement such an option yet.
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Recently, guild missions have begun to count time not according to GMT, as before, but according to Moscow time, which is extremely inconvenient for residents of Europe, for whom 8-24 Moscow time mostly falls in the early morning and late at night.
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oh joy. ranking 132 in arena. cant get any higher and fighting people or are they AI with 500-2000 levels higher. what a slaughter fest
Dear player, we are sorry to hear that you've lost your progress. If the game reset your account to lv1, it means that the game didn't match you with your Kongregate account, or maybe there were somehow cleared cookies that defined your account data. Let's try to restore your account, please contact hitmakers.games@gmail.com to do so.
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when you figure it out. let me know so i can get placed into the proper level and have a chance at competting with folks closer to my level , instead of 500 to 1000 above me
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It would be cool to get my arena rating down after losing battles so I could get easier opponents and get some wins as well (fluctuate around some rating with +/- 50% win rate)
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This is a very solid, enjoyable, old school type game. My only suggestion is to have the health lost timer show the actual minutes until full health is regained rather than counting down each minute in seconds. Giving the player this information is better than them spending the coin to speed up the penalty, only to realize they have more time to wait, (which made me kinda angry) and realizing - I have time to go make a sandwich or something - just show accumulated minutes and seconds, please.
Many thanks for your enthusiasm regarding our game. We really made a lot of effort to create the pleasant and fairy-tale atmosphere. As for your suggestion, it certainly seems interesting to us, we'll be sure to think about how it can be implemented. Have a happy new year!
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and when i get back to work. i doubt i will have time to spend on games anyway. at rate of time i have to play i might advance maybe a level or 2 a week. I do not have any of the more advance technology or hacks to speed up leveling at all. i use what i have. and no hack codes
Dear player, we are truly sorry that you have to have such a negative experience in the arena. But there is nothing we can do about your situation specifically.
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nope i have a laptop and play for a few minutes a day. and slow internet speed. which is my landlady's . i spend no money. all cash i have goes to living expensis untill i am well enough to go back to work. and and who is f2p.
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i am not at level of Masters league. no where near 800 to 1000 level to even Hope for a winning chance. but i am consistantly placed in that level. i just want to compete and help players that are closer to my level. not be constantly pitted against players at least 1000 levels above me
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i am level 524 and consistantly pitted against players an minimum level 800 to 1200. not against players closer to my level. and this has been going on for months. any wonder i am starting to SWEAR
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because i have been playing for months even while healing up from almost dying of a spine infection. and out of work right now. just frustrated by the unfairness in the arena. and not able to spend MONEY to BUY what is needed to upgrade heroes to level of those whom i am constantly pitted against. and i really do enjoy the game. just imagine all the newbies who come in and are constantly shoved againt more experience players. and I am a REAL martial artist. so i do see the unfairness when i see ordinary non wealthy players constantly battling players who had money to upgrade their characters to 50-80,000 offense and defense. when most by playing a bit at a time each day takes months or years to get to 31,000 attack and defense
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bull. i am not spending real money i do not have to artificially pump the heroes. like i said. i am a green belt constantly fighting 2- 4th degree black belts. i dont fecking care
Dear player, the Arena is arranged in such a way that each player takes his deserved place in the ranking, based on the strength and pumping of heroes.
Indeed, because of the high competition, not everyone is available to occupy high positions, but this is exactly the same incentive to pump your heroes, since the reward will pay off the effort.
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in arena i keep getting paired up with impossible foes. been happening for months. i can't ever win. I am not at master leaque level yet. but i keep getting placed in that level
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i am really starting to hate the constant grind of the game. and the impossible to get back to missed quests and the current defeat monsters guarding magder quest. this game is becoming a REAL BORE
Dear player, as for the “ boring” you mentioned - this is the specifics of the game, a measured routine where you consistently collect resources, pump up heroes, buy gifts and move further along the story. You learn and come up with battle tactics. This seems to be the meditative effect of the game, and its beauty. Have fun, not negativity, at least that's what we'd like you to have!
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i can't beat the monsters guarding maglor. what stratagy can i use to overcome the fracking shields. i tried 10 times
Dear player, Maglor is guarded by a golem, if I'm not mistaken. A mage's boon (pumped up to the same rank as the golem) or a witch's boon, also pumped up to the same rank, can help against it.
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i missed the turn to do the deliver the letter quest. and the moving forward quest line. i can't seem to be able to get back to either. and i am now in the sun dragon quest. it would be lovely to finish the early quests
Dear player, we are very sorry that you have encountered this error. In fact, these tasks are side quests and do not affect the scenario plot in any way. However, we know how frustrating it can be not to complete something yourself. To fix the situation, we have completed these quests for you and compensated the reward. Remember, there are plenty of other quests and tasks ahead of you. Good luck on the roads of Mirrorland!
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i missed the opportunity to do the deliver letter quest and the moving forward quest. is there any way i can go back and do them. i am currently in the sun dragon quest line
Dear player, such characteristics as attack and protection, undoubtedly affect the outcome of the battle, but more important are parameters such as the class of the heroes/monsters and their interaction. Also you should take into account the interplay of powers/forces.
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A suggestion for the "customize slots" option in the backpack--it would be great to be able to save 3 customizable "presets" for player-specified configurations of items. I find myself constantly having to switch out items for 3 main types of battle for my play style (1. just got a new hero so I often choose green fights and want the weakest items, 2. heroes I purchased less recently are medium strength in my lineup and using 3 weakest health scrolls is most useful in green or yellow fights, 3. I’m trying a really hard battle that’s red and need my strongest items). I’m spending a lot of time swapping out items, and it would be so much faster to be able to save certain configurations of items to access them easily based on which fight I’m about to enter. (Also, if the instructions screen for customizing could be removed after the first time through, it would really help speed things up--it’s not necessary to read after many, many times customizing items). Thanks!
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This is a fun and engaging game! I'm enjoying learning different combat techniques to use against different combinations of enemies. But I have two asks of the Developers: 1) Enemy placement on the very far right of the play-field obscures the level of the monster, so I can't see if it's a manageable battle (green/yellow/red #). Please move the right enemy placement limit in just a bit. 2) Please speed up the "Level Up" prompt appearing on the screen after a battle. I've lost count of the number of times I've finished a fight and then tried to click on either the loot or the next battle just to have the "Level Up" prompt appear under my click, and I instead accidentally increase the stats of the lessor character I DIDN'T want to get that level's bonus. Thanks for your consideration and also being one of the Developers who actively corresponds with the community!
Dear player, we thank you for your suggestions and participation in the life of our game. With you we make our game even better. Indeed, these comments deserve our attention, some of them are quite likely to come to realization. And of course, thank you very much for your praise. We are incredibly inspired by your energy and your warmth every time we read such words.
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Another proposal would be to offer an "accelerated combat" option like the "speed boots" option to speed up or even remove combat animations.
These options could only become accessible from the moment the player reaches a certain level or when he has 4, 5 or 6 heroes for the first time. This would allow you to first become familiar with the combat mechanics and then make them less boring.
I like this game and I appreciate the motivation of the developer team even more. Unfortunately I find that the length and repetition of the fights become boring, especially when we start facing teams of enemies of rank higher than 2 and possessing several forces (the horror is the golem forces).
I'm sure you could keep some players around longer by thinking of ways to speed up combat, whatever ideas you choose.
Thank you for your involvement.
Dear Thierry, thank you for your feedback and your great suggestions.
Indeed, battles can drag on at Mirrorland, there are pros and cons to that.
Pros are to increase speed by pumping heroes, you can take stronger ones, get them forces and increase their ranks. New forces significantly speed up and facilitate battles. One can try tactics and strategies, collect reinforcements and try to break through with them. But on the other hand, we are aware of it, nowadays the generation of TikTok is growing and people want more and more "everything fast". It's very difficult for them to get it all in our game. They want bam-shake-and-win, faster, higher and so on. We thought a lot about this, and we still realized that we need to specialize in the true needs of thoughtful and leisurely players who are interested in our genre, core mechanics and our deep meta.
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Hello, I was thinking of giving you an idea similar to Josiahssen's to make the fights faster and less laborious (but it was faster and more detailed).
I understand your answer and the fact that there are not enough computer gamers. But I still propose this idea which could improve the gaming experience on any type of platform.
Most of the time during my fights, I only use one or two heroes out of the six I have. Would it be possible, thanks to a padlock-shaped button, above the portrait of each hero, to block the attacking hero. Thus, all that would remain is to select the target of the attack with a simple quick click, rather than dragging an arrow, which is sometimes imprecise when you want to be quick.
Unfortunately, not everything fit in the answer above, so I'll add some here:
Everyone in our game can find what they are looking for, all it takes is the desire and time to do a bit of searching, to develop their own squads "for themselves" and thus solve the minor rough edges of the basic settings. Thank you again for your proposals, they are very interesting, it is really nice and important for us to see your involvement and desire to help. In any case, we will take your words into consideration in the most serious way.
Also, I want to thank you for the idea of the padlock-shaped button. It's really creative, and we will think about this option if we see a collective request. Probably one of your characters is pumped much stronger than the others :-) This strategy actually works well at some stage, but after a while you'll probably find out that a much more promising strategy would be to pump different heroes with different combinations of forces.
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Also, if there could be more sidequests put in, that would make it feel like I were making more progress rather than just grinding every day. The number of sidequests during the first world was great, but after getting to the world of the sun dragons, there have been far fewer of them, so it's felt really slow while waiting to be strong enough to beat boss battles, and even slower since I got to the battle with Sigismund (since I've passed him on the road about a gazillion times waiting for my genie to get to rank 3 to make the fight winnable). Thanks!
Thank you for your proposal. It is very valuable for us. In the future, we are going to supplement the main scenario with secondary quests, so that players will not be bored and will not feel stagnant. We also have plans to introduce small quest branches right at the turns we encounter on the road. Stay tuned and be one of the first to try our updates.
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One more recommendation. :) Concerning players’ requests for auto battle, I agree with you that it's important to play the battles manually because of the progression of rankings and forces. When I was fighting the first few battles in the game and wanted auto battle myself because the game was off to a slow start (an opening cutscene would have set the game up better), was that hotkeys would be useful. For example, pressing 1 to select the first hero from the left, then pressing 2 to select the second enemy from the left. I play on PC, and although thankfully my laptop has a touchscreen which makes playing mobile friendly games like this much easier (I'm presuming being smartphone friendly is key to this game from the simple battle interface and portrait orientation of the game), I would still find hotkeys useful even if not all players could or would use them. It might be able to smooth the ruffled feathers of any "power user" type players who are more traditional gamers on PC/Mac.
Dear Josiahssen, thank you for sharing our outlook, we appreciate it. Your new proposal is very good, and in the future, if there will be more demand for it from professional PC users, we will implement it, for now, while the audience is just growing up, we focus on creating quality and diverse content, as well as on usability for the midcore audience.
UPD. Dear Josiahssen, we would like to ask you a question. You wrote that the game was off to a slow start (an opening cutscene would have set the game up better). Could you write in more detail your vision of how the beginning of the game would be better in your opinion and what is missing in it?
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Also, if the max upgrade level of artifacts could also be displayed while items are currently upgrading (as opposed to only when they're finished and ready to begin a new upgrade, like they are now), that would be really helpful.
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Yes, I am aware that the stat change is visible above the character on the main screen, but this doesn't show when you're in the middle of a fight or in the shop, etc. That's why I said I'd like it to show up in the notification dialog.
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I'd also like to see in the pop-up notification that an upgrade has been completed, which hero it's for (like by displaying their portrait or something). When you've got 5 heroes all with 8 or more items, it gets a little time consuming to hunt for a single upgrade that just finished.
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When I've attained rank 2 with my human, genie, and cheshire, I've noticed each time that there is not a notification of the accomplishment--I'd really like to see one added; it would be so much more rewarding than just going to the character menu and manually looking. (Also, the ranks are described as 2-th and 3-th in the screen showing how far along each character is to gain the next rank when it should be "2nd" and "3rd.")
Dear Josiahssen,
Thank you again for your very valuable comments and recommendations. I would like to assure you that most of them go into our development as tasks. However, it is not always possible to see the result quickly, because our guys are very busy and the process takes time. In particular, your comments 2-th = 2-nd have already been implemented, but not yet released as part of the production version.
Dear player, thank you for your feedback. It is worth considering that if you unknowingly collected some unnecessary items, or they became irrelevant to you later, they can always be modified in the Forge. Conditions for the appearance of the Forge on the roads. In order for it to appear, you need:
A minimum monster defeat level of 35.
A minimum of 4 items for each available hero.
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Hello, thank you for your last response and your responsiveness. Here's another question: would it be possible that by putting someone on the blacklist it would also delete their chat messages?
Dear player, thank you for your message. Actually we have an option to delete messages from other players that you have blacklisted, so please clarify this point for us if possible. Perhaps you meant the option to delete messages from players you don't like in the general chat? If so, we really don't have such an option. I will forward your requests to our game designer, but unfortunately I can't promise such a feature for sure.
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Hello and thank you for this nice game. Would it be possible to offer an "automatic advance on the path" option? This would allow you to move forward without having to click and to click only when you want to stop.
Dear player, thank you for your feedback and suggestion! We would like to point out that your idea is interesting. Usually we are suggested to make auto combat -:)
However, we are hardly ready to go for it yet, as there are very rare moments when it is reasonable to walk for a long time and not come into contact with different characters and artifacts located to the right and left of the road. We would also like to draw your attention to the availability of the accelerated step option, which can be enabled in your profile settings. Have a good game!
Dear player, thank you for your feedback! We have the following opinion about the auto battle at the moment: we don't want to do it because a combat is the core play of our game, and we don't want to give it to a machine. There are also two more reasons not to do it: a) any player now chooses the behavior of his team in a battle and the order of participation of his heroes in it, which seems important, b) in the later part of the game as you develop heroes and their gifts, you will see that most of battles will be performed as auto-attacks of your heroes as a result of triggers of various kinds, which in fact makes it much easier to conduct long fights with many characters.
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Also, in the character menu, it would make more sense if the icon "Gifts" were called "Forces" since it leads to the purchase forces menu. (In that menu, by the way, "Power of the Drackon" is clearly a typo instead of "Power of the Dragon".)
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Also, if the player search function could be adjusted not to be case-sensitive ("Kitty" vs "kitty") and give a little room for error like including similar results ("Name000" vs "NameOOO"), that would be very helpful, too. :)
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Would it be possible for the programmers to add in an indicator that shows at a glance (i.e. without player interaction) what rank an enemy creature is on? It's a little labor intensive in larger fights to have to click the "?" for monster info to check rank to be able to decide priorities in attacking enemies, and rank can't always be guessed accurately from how many forces the opponent character has.
Hi, dear Josiahssen,
Basically, we have such designations in the game, but only when you get into a battle, if "?", then it is 1 rank, and then 2,3,4,5 you can see who is on what rank of mobs. And in general, the concept of the game "Learn from your experience". Over time you get used to it and try to analyze and assume. There is also an additional color designation on the complexity of monsters for a particular player, green - weak, yellow - medium, well, and red - hard :-)
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Got two silver chest from easter eggs, but lost item from first one due to no free slots. It would be nice to have them for later use, when new slot is unlocked.
Dear Player, we have checked your profile and found that for opening the first chest you received 500 Emeralds and attack +300 for Alice, and for opening the second chest you received the artifact Slashing axe for Alice.
So most likely you didn't pay attention to it. We'll be glad to know that we were able to help you. Enjoy the game!