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After I had polymorphed the basic unit into the basic unit, computer opponent had just frozen (could not make his move). And even when his timer went to 0:00, the game did not end. Probably computer was just shocked by my actions. After all, using polymorph on basic units is pointless. Pointless, Carl.
P.S. Just got the same bug again when destroyed opponent's crystal with Dominant Maid unit. The computer does not recognize my victory... Probably, Dominant Maid is bugged. https://i.imgur.com/mJgxvGG.png
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The abstract and minimalist style is cool and refinated, however, if the pieces were more figurative, lets say,like warriors and creatures, now that would be epic. They dont have to be super realistic or Magic the Gathering-ish. Consider something like the 3d pieces from Cyvasse. If you are interested I would be honored to lend a hand.
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One thing i would suggest is adding the ability to change more than just the backrow. I see that there are differences in class, but the front row hinders the backrow by not making them able to move, except, peices that can go two in front, giving them a large advantage. I think some compromise could be reached between customizing front row and classes affecting it too?
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There have been many glitches where the game freezes itself and the ai does not move. it happens if you polymorph a minion, move a minion backwards(glitch), and it just happend when i took the king with a wrathful banshee. just letting you know so you can fix it
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The music in the world map sounds quite a lot like Final Fantasy Prelude. Is it just my imagination or are the 2 songs very similar?
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I'm at rank 3 now, and it seems the game always crash when I capture the AI's Stone with a regular attack, making the game completely unplayable for me.
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I captured the enemy Stone using Target. I didn't win (it acted like an ordinary capture), and the AI did nothing until it timed out. This timeout didn't cause me to win, though - I had to concede and start over.
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High-ranked AIs are definitely fun to play with (imagine a army with all the grunts replaced by much better units and five of them are legendary units, while there are two snide wyverns in the front row and the army has a value of 180), but it seems the AI is prone to keep freezing or polymorphing the same grunt over and over at times. Also, the AIs should use assassinate moves more often. By the way, a strange bug just happened: when I was opening an advanced egg, the "three minion forming" animation didn't play, and it just showed a blank screen with "Review Minions" and "Return" buttons. Later I was checking my minions and noticed I actually got the three minions. By the way, when is the next update coming out?
I'm glad your enjoying the stronger AI's. In the next update I'm actually no longer allowing polymorphing a grunt to be a legal move so the AI will no longer do that. It may however still get freeze happy occasionally. I'm not sure what happened with the animation not playing, it's really hard to debug issues like this unless I know how to reproduce. The good news is that it's only a visual bug since you were still rewarded the minions. I'm aiming to have the next update released in a few days (by the end of the month ideally). There's a ton of changes with the new version in terms of new content, balance, and general quality of life and bug fixes.
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It seems that I'm encountering frequent Flash Player crashes when i'm trying to craft minions. I'm using Google Chrome.
I just did some testing and believe I have found the issue, does the problem only occur when you attempt to convert a minion a minion to energy that is currently in use by one of your armies? The intended result is to not allow you to convert the minion until it is removed from armies it is actively used in, but currently it appears to say "In Progress" and never complete. If this is not the issue causing the problem some more details about which minion, whether you're trying to convert or craft it, and how many of it you own, etc... would be useful.
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I think you may need to adjust the AI a bit, it literally let me walk a warrior up and take his stone without any problems. Otherwise great game!
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Can you please make opponent's timer start after I make my move? 3 games in a row other person just sits there and their timer doesn't start... it's not fun waiting 3 hours for someone to make a move, when they just expect you to disconnect from impatience.
Your opponent's timer is supposed to start after a move is made, there were some server issues which may have caused connection issues which resulted in this bug. Hopefully this will be solved or at least improved greatly in the next update.
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Fun game but it just needs a few improvements. If some players would stick around and wait for the game to improve. It needs custom games and gold options 50 100 150 200 Gold limit games. With small medium and Large maps. Custom easy or hard AI. So new players can practice before ranked. But most importantly it needs more players.
I'm working as hard as I can to improve, just released a large update today. What do you mean by gold options? I'm a bit confused on what your recommendation. I have considered adding multiple different types of maps, but for now I wanted to keep things a bit more simple and balance the core gameplay. I'll be trying to get a lot of new players into the game very soon, as soon as I'm certain the game is awesome enough I'll focus a lot more on marketing it! Let me know if you have any other ideas or suggestions, I want to make the game as great as possible!
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a good game, with a unique concept. sadly the sheer amount of differen pees makes the game confusing and frusturating. you need t loo closely at EVERY piece on your opponents team to develop a good strategy.
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Really good game, very well polished, has the same strategic feel of chess but as it uses a hex based system it has more interesting movement and outcomes
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Thanks for your quick reply :) Another issue I have noticed is the time addition when playing against the AI. It seems the player time decreases even during the turn of the AI. Also, the animations delay the response of the game, slowing the playing by some seconds. This may become important, so being able to turn off animations would be nice, if possible.
That's strange, I'll look into that. Yea, in the future I made add an option to turn off animation or speed them up greatly so they don't get in the way of the gameplay.
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Nice looking game :) Still in my 15 minutes of playing I had some issues. I only tried to play three games so far. One ended after a connection failure. The second game ended after 5 seconds when I was checking out the pieces of my enemy. Also, the graphics are load quite slowly.
Keep up the good work :)
The server crashed once, I'm looking into what caused it. I assume that's the reason for your connection failure. If a player starts a game and doesn't move for over 20 seconds they will be given a loss, this is to not let players just never make their first move, I can try to make this a little longer though. Thanks!
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Hey guys, big update coming out by the end of the day at the latest! It will give you a lot more incentives to continue playing for awhile (9 more unlockable minions, more balanced AI, more clear rewards, etc....)
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Licice, the tutorial is there to help you understand the move/functions of some of the pieces. Dragon could have put a tutorial for EVERY SINGLE PIECE if he/she wanted to be mean.
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If you could adjust the colors so that teleport only and attack were more distinct from one another, it'd help a bit. Having trouble telling them apart.
I'm kind of low on colors for all the different move types in the game, but I'll try to think of same way to differentiate them other than just color to make it more clear.
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Nice concept but need an option to opt out of the tutorials or speed it up or something. Only on six and bored to tears with no other options for play types. Also unnecessarily slow running for seemingly simple graphics. currently 2/5 much potential though.
I at least wanted players to have a little experience with all the pieces before they got involved in the actual game, when I just threw people into the game with no experience they had trouble figuring out what to do. I need to come up with a better solution for this problem.
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Your game is not complicated enough to merit a tutorial this friggin' long. I'm at the eighth one and I'm already bored of stupid star hunting "puzzles". If you're going to have a tutorial, do a tutorial of actual gameplay elements, not generic puzzle game.
I'm pretty conflicted about this, on one hand I don't want to force people through the beginning puzzle portion if they aren't interested in it, but on the other hand I don't want players to be totally lost when they start the game especially if they are new to games like Chess. I was hoping the puzzle game was fun enough by itself to merit it being a standalone aspect of the game.
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It is actually quite fun, but it needs human players to do quests, it seems. If this game picks up, it won't be a problem, and it probably will pick up. Great job.
Thanks! One of the biggest issues right now is a lack of players for the multiplayer aspect. I'm currently working on an update that focuses allowing players to play more against the AI for ranks 20-15 as well as focus on rewards for winning those matches to allow for more content until the game really picks up.
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really cool idea has a feel like chess but with customizable piece placement and what they can do really cool concept keep it going