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For those interested: BUILD MORE UNITS FOR YOUR MAGE, LESS FOR THE OTHERS. More units = less XP earned, which would explain why everyone's Mage seems to be miles ahead on levels.
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The "Heroic Rush" text needs to be more transparent or go away faster. When I'm dying I don't really care much about rushing heroically...
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The horsmans wall has a bad habit of spontaniously being destroyed no matter how much coverage it has. Does anyone else have this problem?
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I thought I was playing the game wrong. This game is just very poorly balanced. xD
It's still kinda fun, even though it has no balance with the characters.
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wow, well the game was loading i read read all the comments and had no idea what was going on. i find that pretty funny
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Fun but a couple major flaws that made give it a 3/5 instead of higher. First, catapults are much too powerful against the top 2 rows unless you were able to get a couple ranged guards to support them. I dreaded catapults more than any other unit and lost levels more due to them than anything else. Secondly, it goes a bit too quickly for you to be strategic with all of your moves unless you have a few special tiles saved up as a buffer. If not you have to move much too quickly to plan ahead or your units tend to drop too quickly, especially later in the game. Not sure how to correct that unless the enemies only moved a certain distance per tile swap, valid or not.
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TIPS: First and foremost, dont put any guards on the Mage's road, she can solo on her own for the entire game! Second, If you are having trouble beating and level, or even beating it with a 'Triumph' rating, go back and replay some of the previous levels, even very low levels yield alot of EXP and treasure chests! Third, do not put any level I melee guards on the wall if you want a triumph rating after level 10 or so. Fourth, the best weapon sets for each hero seem to be Warrior: Axe (good for clearing space on the board) with Heavy Armor (Extra HP and anti hero special) Horseman: Spear (Charge ability destroys bosses and saves HP), Light Armor ( For HP and 3-road special) Mage: Rod (1/2 Town cleared), Bag (50% of Mages HP healed to ALL Heroes AND Units!!!)<---Life saver for Triumphs +Up to keep Alive!
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This is one of my favorite games. Multiple familiar genres are seamlessly blended together for something novel. I was really impressed and had fun playing it.
One suggestion: balance the healing better in some way. I can't imagine beating the last level without having hp regen armors on all 3 characters. The healing from matches just doesn't cut it at that stage and even using channeling and healing on the mage wasn't enough, mostly because I can't rely on producing them.
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This is the first game i've played where I got all the badges and even now, after finishing the game, haven't got a clue what I've been doing and why I've won. All I did was swapping some tiles. Must be the easiest badges for me of all the ones I've got.
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It is burdensome in the later levels, how weak the knight is. Even if fully reinforced, he has apparently no way of mitigating damage. The number of times I failed the last level with the warrior and mage at full health and the knight dead... really imbalanced.
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Your Champion has leveled up! +5 health!
Your Cavalier has leveled up! -3 health!
Your Arch Wizard has leveled up! +2 attack, +16 health, +16 leadership!
...I think there's a balance issue here.
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The store could use more variety of weapons especially ones that are more powerful and give a greater boost. Also the paladin's leadership is really compared two the two others and I have him at level 19.
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I went from 4/5 to 5/5 stars after about midway. A pretty good working strategy I found was purposefully locking up the grid. If you are caught in a position where they are no possible moves, ALL the tiles are consumed and added towards their respective colours. Start from the bottom, and work your way up. Always match the lowest ones first, use the abilities as soon as possible, and match horizontally whenever you have a choice.
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The horseman is the worst hero by far. Every time I've lost a match, its because he's died. I think the paladin died once, but the horseman has died or nearly died dozens of times. His HP is terrible.
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I'm sure I would enjoy this game alot more if there was an option to make it more compatible to people who are color blind. After the tutorial level I couldn't play the game because of the coloring.
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it would be nice if when we managed to upgrade the guard barracks that the level (not nessicarily the amount of experience) remains the same throughout the rest of the game...too bad this comment will dissapear in about five more comments :/
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The game gets really tedious after about 10 or 12 levels. It's too easy at the start, and then the very last level it spikes tremendously (to the extent that it's hard to get a decent starting board for some reason). Also, the fact that the sounds are all ripped from DOOM is pretty sad.
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very very unbalanced no matter wot i do the knight dies, but overall a great idea with a bit of balancing this would be even better
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Its a horrible feeling to have half a million gold and the store never updates to better stuff for you to buy. Cant give it away and cant spend it.
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I'm gonna give the benefit of doubt and not chalk up the Knight lack of leveling bonus to coding problems. If you did intend it, I find that it an interesting solution to the grinding problem that you had before, where no matter how much you grind, there is still a weak point that you have to figure out how to protect. The game, however, is still fairly repetitive so 20 stages is far too many.
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If your heroes are dying too much, choosing abilites that heal them and some items that improve their recovery features rather than raw damage might make a difference, along with quick matching. Doesn't make them immortals, but it gives you a better chance.
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If your heroes could get some experience from the kills that the guards make, it could get the heroes grow more evenly. Despite that, nice crossover. Great idea, but it needs to solve out a feature or two.
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What I do is just concentrate reinforcing the paladin and the knight. When I nearly filled they're walls up I then start to reinforce the wizard. Hope this helps. Anyway, great game! Took a while but still brilliant.
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Good game. For those who hate the knight/cavalier...try getting him an armor that has a heal # per 5 seconds magic bonus. Asides from that...I prefer a light armor w/mace paladin/champion, a spear/cloak knight/cavalier, and a rod/cloak archmage/archwizard. Pity that the heroes don't gain exp from their guards' kills, but with the ability to grind levels over and over, the point becomes moot. For my last word - the first hero of mine that ever died was the arch mage.
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Why doesn't my game save? It seems like it saves, but then when I exit the game and come back it's not there anymore. 4/5 Great game anyway.
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Kind of a disappointment. The first few levels exhibited innovative gameplay, kind of a bejewled crosses TD game. However, in a few levels, it becomes apparent that the KNIGHT SUCKS. Many players complain about their knights always dying, and I've been having the same problem. Guards, cloaks, spears... Nothing seems to help. If the characters were more balanced, this would be a great game.
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They said it couldn't be done, but the tedium of Gemcraft has been maintained while also sucking out all the fun. Thank you for not doing more than 20 levels.
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Pretty good game with a lot of potential, but it's one of the most unbalanced games I've ever played it my life. A few simple fixes with this game would go a long way.
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Why cannot Kongregate make a way to resume game from you Kongregate account, and not have to play on the same computer. I have a laptop and a desktop, and when im away from home i play on my laptop and home at desktop.
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Cute concept, horrific implementations. On so many levels. Mainly the grind. Also, advertisement ingame? This is game should get about 3 negative stars on my scale.
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the stats up message when you lvl up is completely bugged, the horseman still receive + 3hp + 1 leadership even when it says -12 -3 and the wizard still receive +4 +4 even when it says +10 +10, just visual bug.