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Add new area's unlocked by progressing up to a certain point. These new area's would have different enemy unit compositions and start more difficult. As you progress trough the new area's the first area will become easier to get far in, which could have more new area unlock checkpoints further in. This would be a very simple way for the devs to remove some of the grind and repetetiveness.
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I love putting underworlds against madmen (when they have their ability on)... they get killed like 4 times and still get up to be beaten up more!
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I get the feeling the idea was to make a strategic fantasy version of a "launch" game. I think the current concept might get more favorable reviews with some pick ups/treasure/bonuses; some way of getting further to compare with bouncing on a creep etc. Good game as is though.
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"Curses! My Hordes of Darkness failed to conquer the realm of men! What ever will I do?!" - "I suppose we could send a slightly bigger horde to have another try my liege." - "And that is why you are my trusted general in command! Your strategic knowledge knows no boundaries! This time humanity will fall! Muahahaha!"
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youd think that the archers would at least try to fire another shot before charging into battle because they the last guys left
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Nice graphics though, and you almost have a solid core for a game, I do feel my creativity is locked out of the game by restricting me to 1 of each unit, and a very inflexible upgrading system, its more like a money-managing game than a strategy game.
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Victory on day 31. Werewolves are awesome against the Titan while they are in berzerk mode. My demon finished him easily afterwards, even though I didn't upgrade him.
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theres a way to make your units last longer in the field:
1: get 3 squads at least (1 range 2 melee)
2: upgrade only attack directed skills for the ranged and all upgrades for the meele. Also get max out numbers for the squads
3: 1 suicide goblin is enough
4: During combat, shuffle your meelee units every time you see the animation of the oponent attacking, that way, if you time it right, you make them miss the swing, and since your ranged units will keep hitting, you wont lose all your DPS, but almost nullifies theirs. I got the in-game acheivment "tactician" in 16 days basicly using this
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i agree with the comments on top. there should also be some form of rewards for the in game badges and definitely needs hotkeys for the abilities and the charge etc. the game has potential as it is now 3/5 but could get up to a 5/5 ift all the improvements are heeded by the devs.
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It's grind without any actual strategy. The graphics are nice, but the player never has any real choice about what to do. You max out upgrades and then move on to the next creature. And you have to fight the same guys every time
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This game has a lot of potential. However you need to remove some of the grind to it. Even having max upgrades on the first two unit sets I still onl get to about the wave with eight swordsman on it. That in itself is rediculous that they beat two fully upgraded groups.
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I really wish the devs had thought up descriptions for each of the units in the game to help me see their importance and what they are, like what on earth (or wherever this game takes place in) is a titan?
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It's pretty and I always love it when I get to be the "evil" one. But there is somewhat too much grinding here. (Or maybe I just suck at this.)
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This game is oddly really fun, but it does get repetitive. You should add different scenery, maybe visually seeing upgrades on your warriors, and different levels which would bring me back to the different scenery part. The game has much potential, but for now i'll give it a 4/5.
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there is, unfortunately, an end. an end which comes FAR too soon, I might add, as it's virtually impossible to upgrade your army to 100% in this game (for one of the achievements)
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Soldier: Sir the enemy have come to attack!
Officer: Okay then send out the civilians and when they kill them then send out our soldiers.
Soldier:.....
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the battles drag on forever, but overall I think this would be a really great game with the incorporation of said checkpoints.
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Don't listen to Antiqaprime. The style you've developed is awesome, unlike all the others which those suggestions refer to.
Keep on that track. Make the game longer, improve the UI, and keep on doing what you did for this one with the next... Wicked game.
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I enjoy the strategy of being able to move units around to fit the situation. Putting strength vs weakness at all times to go much further and timing out the unit abilities.