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Lotta potential with this game, but the class balance is horrible. The melee classes are underpowered because their survivability sucks. The mage gets +4 HP per building while the melee classes receive only +2. She rarely even takes a hit and yet when you heal her she gets twice as much back. It should be the other way around. Give the melee guys +4 per building and the mage +2, or at least make it the same across the board. A little survivability for the melee guys would go a long ways to balancing this out.
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I think there should be an insta next lvl button cause i really need to get finished fast sometimes and i cant because im waiting for the next lvl.
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BUG SPOTTED! I had all my first wall lines ruined so when I got 2 cleric units to place I could not put them anywhere, they were stuck on the board. But at some point, I ran out of moves and the game was prompting me to use the cleric/priest tiles, the problem is I could not! And the game did not change the tiles on the board so I could not make any new combinations anymore. I was lucky in my bad luck though, it happened at the final wave (25) so I did not lose the battle because of this bug. Please fix it though!
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It would be nice if less of the upgrade blocks appear, I would rather be alive than continue to upgrade my units. They just take so much space =/
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The combination of sliding game and tower defense works well but I miss long time motivation (like in most tower defense games). I would like to have a "next Wave" button to speed up the game in later levels
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DONT JUMP any level. I complete the #20 without play the #17 and #19.. So?
I had to play the #20 again! And it hurts! :D
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Whoever wrote the leveling tables/equations for this game should be dragged out into the street and shot. There's really no excuse for that sort of thing making it into a released product. The rest of the game is interesting, but that part is bad and you should feel bad.
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i wonder why the mage didnt die so quickly compared to the warrior and horseman.it seems that the warrior is dying quicker and the horsemen is dying second quicker.the mage is barely dieing
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@skooleek: Um, there is actually a way to know when the game will finish loading. There is no loading bar, but if you look at the "King's Guard: A Trio of Heroes" image above the spot where "Play" appears (after the game has finished loading), you will notice that the image at first is the same color as the background. But if you look at it, you will see colors filling the image and that gives you an idea of how fast the game is loading. Use that to judge how long it takes for everything to be done.
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An enjoyable enough game, but the length of time each round takes can be quite intense and for me at least it cut back the enjoyability a small bit. Aside from this and the unbalances between heroes (Damn that weak horseman!) I found this to be a pretty good game. 4/5
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The game is quite normal, but its very long.. I think each battle should be shorter ;( cuz they take lots of time. at the same time, heroes have to be balanced.. :| I rly think that mage doesnt need such high leadership skill :( I think its a horsemen that badly needs it! and a little better graphics would do well! I think all of mentioned above can be improved. So developers should work on it!
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I hope these hints will be helpful...
1) The more damage PER HIT a character does, the more XP he/she will gain.
2) You can start a mission, go work on other stuff, and whether you win or lose your heroes will gain XP (it's not hard to get heroes over 100 this way)
3) If you only use heroes (no guards) your heroes will level faster.
4) Be sure to get armor that provides HP boost, as well as HP regen (7 or 8 hp every 5 sec)
5) As long as you don't change weapons or armor on your heroes, the tiles will be the same for that particular battle. (Useful for people whose memory is better than their reflexes perhaps).
I appreciate the versatility of this game, and it's kinda fun. But if you don't have much time to actually play, just start a battle and go do other stuff.
BTW, I noticed in higher levels that the HP was sometimes saying +-16 hp, which mathematically would translate to negative 16 hp... but the hero's hp would actually increase. Bug, maybe?
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and again, I lose my mage spots, and get a dead end on the board... They really should make a discard/trash it thing, and perhaps 3-5 slots to store power/weapon tiles in until needed
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Y'know what i just noticed? My warrior dude will not carry a sheild all-of-a-sudden, i cant figure out how to equip it to him, i drag it to the appropriate slot, and it goes back to shop, and i never get sheilds from treasure chests
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... That was a decent game, but fixes needed for the green knight (killed slower than my red guy, but SAID it had a higher DPS, and issues with negative stats when lvling, and just crappy stats in general...) What really irritated me was that, on lvl 19, I lost all my mage walls to catapult rushes, and eventually got stuck with mage tiles on the board, no way to make matches, and no way to play the mage tiles... RAGE MODE ON!
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Also, remember that different equipment yields different powers. I found keeping the starting weapon and armor classes, minus using light armor instead of a shield for the warrior, to be the most effective. Besides that, the connection between the tiles and combat seems very superficial. It's disappointing that in order to maximize your performance on the board, you really can't pay attention to what's going on in combat. Your attention should just be on maximizing mobilizations (finishing the board with no remaining combos) and deploying units to help your strongest characters unless one of your heroes as low hp and the wall is endangered.
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Deploy units for your strongest heroes, not your weakest. Think of it like a reward system. The better a hero performs, the more it can relax. The reason you do this is so your weaker heroes (especially the cavalier) can deal more damage, vanquish more bad guys, and get more XP. Also, for the first 10-12 levels, repeat the level you're on until you get triumph. That will let you know when you're ready for the next level.
For the tiles, work your way from the bottom up so you can mobilize as much as possible. Also, the instant you get that mage power that lets you clear the board, use it right away minus any immediate 4-5 tile combos you can rack up.
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Honestly, I was disappointed that the only real thing I could do in battle was hope the right tiles appeared to match. If catapults arrived before you got sufficient ranged coverage, you couldn't protect your walls. Way too much luck for my blood.
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I have finished the game and am trying to get the last couple of achievements. Getting the guard tiles to level V seems impossible. Has anyone been able to get this achievement?
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Just a quick point, the 'minus' levels you seem to be gaining is actually a positive decimal. Ie +.2 not +-2.. I too was confused by this for a while.
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If you don't find the weapon in the shop you're looking for, click "Battle Map" and select "Heroes", then you're back in the shop with new stuff to buy.
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something is wrong with the achievements, it says my best hero is lvl 8 although all my heroes are like lvl 11
great game just yeah most of the comments said the bad stuff already