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If you are going to have friendly fire damage allies, then you need to make the allies more distinguishable on a crowded battlefield. With them being so tiny, and their health bars too similar, it is ridiculous, especially the challenge rounds where no allies can be killed. Friendly fire also makes some spells useless if knights are around.
It's too late already to change this part of the gameplay. But thanks for the response. If I'll make a sequel, I'll add some sort of a protective spell to cover your men.
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One Suggestion: Please make a few abilities available as soon as a map starts, I hate that I almost die near the beginning of the round every time.
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Great game 4/5. Loses one point cos of lack of balance... normal missions sometimes feels so easy that you can make mistake after mistake and get away with it. 2 challenges are simply impossible though.
Overall, an example of coding and how to make different abilities and choices that do matter.
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Funny. I had no problems with the level 9 challenge, and finally beat the level 11 challenge (although it took more tries). But I cannot beat level 7 challenge -- I just can't make the boulder behave. Arghh.
1. The boulder accelerates over time, but slows down if you redirect it. So select the route carefully and try to hit as many targets as you can.
2. Upgrade your soldiers to the max.
3. Don't even bother killing small skeletons and zombies by boulder: focus on special units and shielmen. If shielmen pass by and engage in combat, use flash strike.
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When the stat attributes talk about "increasing warrior damage by 10 points" well what does 10 points even do for the player? like what percentage or health does that go against?... just sayin.
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@alexalas If you are using the Red Mage or the Black Mage and the ghost is too far away, that is probably the reason... Consider using the basic mages!
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on the last level I am at the very end but my mages will not target the ghost I click and hold and the mages will not fire
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The lv9 and lv11 challenges are absofknlutely impossible.. mainly because the rangers stun mages which prevents you from casting ANY spells. You can still make landmines and beartraps magically appear on the level, but you can't cast an actual spell. You also can't kill the god damn rangers because they're instantly summoned back. You can't kill the god damned units that summon the rangers because they also instantly are summoned back. The difficulty ramp up is completely uncalled for. Were these levels every playtested at all? Maybe someone ran through it once and got lucky when the rangers magically decided to not shoot the mages and lock out all magic use.
http://www.youtube.com/watch?v=oAV-KDW_1-M
I made this video walkthrough specially for you :) As you can see, I made lots of errors at lvl11, but still achieved victory.
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Pretty good, other than the missions where your soldiers have to survive. The AI will just continue charging into masses of enemies if they get too close. Very difficult to protect suicidal soldiers.
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Man, its been a while since I've seen a flash game so smoothly played and impressively addictive. The best thing though, is probably the lack of lag.
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this game is utter shit. it lags like crazy whenever you go to do something. the top rated comments are so fake and payed for by the dev
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Played through most of the game and enjoyed it. However the targeting needs to be smarter, when you want to kill individual threats targeting in an area isn't enough. Otherwise, its interesting how some enemies are annoying, but beatable with the right strategy.
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I like the change in mechanics from Royal Warfare, was hoping that the hero units from the cutscenes were playable though. The challenge mission type was interesting, thanks for mixing up things. However, the Hard mission felt just like the normal mission, with the challenge being more difficult in my opinion. Maybe have a blend of both for Hard, like being attacked by only the harder unit types like healers or officers, or the enemy having certain advantages like being much faster or regenerating health?
The fact is that I ran out of time developing it, and had no option but to increase units' health in "Hard" mode :( There were much more complicated plans, but.. you know, not every plans come to life. Unfortunately.
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ok so the mage says to the first archer its ok believe in magic and then when 1st round is over the 1st archer says they didnt see it and so the 2nd one says 'its science b***h' ??? magic or science lol
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The ogres are a bit overpowered, don't you think you should lower their health or damage? or you can make it that when they ( the ogres ) or any other giant creature dies, they damage the other enemy troops near them. Makes sense.
Ogres have no armor, they are slow, and can be easily distracted, stunned and shot to death. And damage from a dead troll... Well, maybe yes. Something like the final accord.
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@Response: Thanks. Once again, I have to say that It'd be nice if you could summon a milita->rogue->Assassin hit squad to deal with certain enemies before teleporting out considering the game.
As for RW2: Is it too much to hope for a big artillery gun?
Even didn't thought about that ) In RW2 all mages play the role of AOE specialists, and I had plans to make ballista-type autocannons, but can't say for sure that it'll be eventually implemented. Playtests will show whether it's good or not.
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Honestly, although this is an interesting game, the original was a much better one. This puts too much emphasis on fancy "Magic" over proper swords and armor. Compare the first game where mages were just support at best and you wanted a line of swordsmen and healers, to this worship of magic with soldiers as a bare afterthought and rogues outright not existing (Being able to teleport in a rogue hit squad would have been nice).
In short, focus more on the swordsmen and archers, less on the mages, bring back squad tactics and reorient towards man-to-man combat.
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well i played with the pad but still a good game, nice, no lag. 9/10 just wanted to put more archer and mages hahah :D