The idea of this game is cool, but it could have been made so much better... Actually there is almost no strategy, neither tactics in this title.
I agree and disagree with your post. On the one hand, yeah, it could have been better simply by adding loot to the equation. There are some things you can pick up here and there, but it's hardly a loot system. On the other hand, there's tons of strategy in this game, especially when you start upgrading the abilities for the different characters. Usually the attack areas change, and you have to be mindful of how you proceed, since the enemy attack areas change too. Try running headlong into one of those minotaurs early on. Great concept, but it does need to be fleshed out a bit more. I'd rather pay more for the game and have more. Right now, it's too much of a tease. Still fun, though.
I feel pretty much the same way most of the people do about this game: it's fun and its concept is great, but it becomes too bland after you learn to play. Currently all the strategy you need to have is to use the ninja, 1 or 2 melee (treant is a must) and choose ranged in the rest of the slots. That done, all you need to do is figure out the most damaging ranged heroes and arrange them behind your melee in a way that their range covers most of the board. Personally I would like to see a few balance changes to some units: - The healer is too low a benefit for too high a risk to be worth taking one slot, since most units heal pretty well on the move and it usually dies in one hit. Additionally, I find it often not healing wounded units when I choose to hold formation (I suppose it's a bug). - The ninja is OP. That's for sure. - The bear is UP. The one tile range is overkill. It should have a "moves cost no turns" or an "improved range of attack" upgrade. - The archer is also UP. - Devs should play around with heroes that have secondary abilities/attacks like the treant. E.g., heroes that paralyze, curse or poison enemy units. Also, it'd be great to have a ranged unit that pulls enemies close, to be used in conjunction with a heavy melee composition. - In a similar way, enemies should also be worked on. It'd be good to see enemies that work together with complementary abilities (for instance, an enemy that pull your heroes close while another one paralyzes it). Secondary effects on enemy attacks would also be great. I hope the devs still read this forums, because this game really has a lot of potential going on, it just needs more content and some tweaks.
Thanks for the suggestions, guys. We'll get what we can in 1.03... I do disagree about the healer, though. She can heal your guys pretty quick, and that's why she's so easy to kill. The ninja and bear I completely agree on.
I gifted this app to a friend's teenage kid today, and he redeemed the code then messaged me, "Is it supposed to be some white-haired girl icon? What the heck are you gifting me? Is this some princess game?! Hah hah nice April Fools joke!" I wrote back to explain that no, it's actually a pretty nice strategy game, and the devs are aware there are icon "issues", so here's more fuel for that fire! LOL!
We just sent 1.03 to our beta testers to make sure everything's okay. I am pretty sure it is, but just want a sanity check first. Here is your new hero
Awesome! Can't wait! On a side note of new characters: perhaps Retro can add a gnome or dwarve with bombs, the have short range but AoE, perhaps? A half-Orc as well that has short range forward adjaceant dual wield attacks or something? I don't know, but some new characters to spice things up would be great!
I'd say more "Last Crusade". He is the one that delayed this update, actually. There are also 3 new monsters and the 5 new levels have some randomness to them, they differ each time you play.
I deleted this after I first bought it because I didn't like the game play very much. But, the improvements since reinstalling it today, have made this an incredibly fun game.