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#21
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I'd never played this game before, but don't find it very compelling thus far. PvZ is leagues better. I have frustrations with changing lanes, figuring out where the archers can shoot and which lane they're shooting etc. Definitely some interface annoyances. Having played for just under an hour, aside from the great artwork I fail to see much appeal.
But as always, to each his own.
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#22
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#23
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if you use the advance and retreat buttons on the top of the screen then your guys will auto attack when walking. also check the options menu for some other helpful options that make the lane changing much easier.
on a side note, i am noticing invisible characters (their health bar still shows) and also sliding characters (no movement animations) that i never noticed in the iphone version.. doesn't effect gameplay or anything, but just slightly annoying. ipad 4.2.1 |
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#24
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Sorry, but I made a mistake on the ios version of my phone. I've double checked and I've listed both iphone & ipad below for your reference. iphone 3GS: 4.2.1 (no JB) iPad 1: 4.3 (no JB) I hope this helps, if you need more info just shoot me a PM or tweet me @Natsu2872 |
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#25
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However, It's not the regular iphone experience where you can judge it by the first few levels because it really picks up in world 2 and doesn't let up. I guess it requires you to really learn how to play. However the first world is about 5% of the game, and there is a ton more to see and do, and it gets way more intense. If you still are not compelled by the end of world 2, then hey its only 99 cents
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#26
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I really want to like Legendary Wars, the presentation is top notch and everything is well polished. But, and this is a big but, micromanaging your units is just not fun. For example, having your archers constantly take over your knights instead of being a tad more intelligent and then having a whole mess on screen which you must put in order, really ruins the strategic experience for me. Again, I really want to like this game, if the soldiers had a bit of an AI to them, it could help a lot.
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#27
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I think more visual cues might help. Like if you move an archer in the castle, the line of his attack should light up briefly, so you know where he'll be attacking etc.
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#28
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are you talking about casual control? can you elaborate of what you mean by archers taking over the knights?! thanks |
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#29
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that's a good idea. I'll see about implementing that. Again we are very open to suggestions.
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#30
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Maybe even a minimap in the corner so we can tell how many baddies are approaching and in what "lanes." Random thoughts ftw.
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