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Probably the main thing i would add is the option to see your army at various moments. Like, after beating an elite you are sent to the blessing selection and can't see your army anymore, which could be nice to decide what to pick. Same thing on the world map, knowing how much hp your units have to decide if you go to a heal or not.
Also i will pour one down for the very best doggo i ever had. X2 damage pup is no joke, dealing 70% hp on a crit on the enemy commander and one shoting most basic unit. That little guy carried my latest run hard.
Also Tree Heart/Sap (heal 30 hp on start of turn) does not seem to work.
As far as feedback goes, I wish i could have my commander themes back. Me and my
girlfriend loved the demo though!
From what i see in Conquest mode:
-Is it even posible to buy expensive gear? I mean, 750 gold on a piece of gear or 6 soldiers and 1 dog, its far better those amount of units. You just reach an early shop and the cheapest item is 500 gold while you are broke.
-Mercia is very strong.
-I would rather pick the Commander i want with random starting units instead of pick one of those commanders you may not like.
-Also i think after every boss a mini heal for the army would be needed.
They translated "Boar"(Jabalí/Cerdo) as "Bear" (Oso).
Now we have "War Bears"(Oso de guerra) with Nadia.
1. Random Event Feedback
-The events that force you to lose a unit or gold or get attacked by a knight turn 1 should give a little more of a bonus for clearing the enemy rather than the standard +25 gold an enemy kill since in most cases whatever cost you avoid in 250 g or a unit is still going to be a 100g+ cost as that knight comes and one shots a unit before you can act. Not sure if a minor lucky coin/blessing would be going too far but it'd be nice.
-I've split my commander every time I was given the option at the duplication event so I'm 4/4 in not seeing the bad result but I am curious if that's instant game over or not lol.
-I'm not sure if you want compared to or taking design philosophy from other games but rest sites being guaranteed right before mini bosses/bosses like Slay the Spire and other Roguelikes usually make the game feel more fair, Add in a third option for those armies with max health like the ability to "upgrade" or "train" a unit to a new tier of promotion. Make one Swordsman a Pikeman, Turn a Dog into a Frog. Etc
2. Miniboss feedback
- Bulrush is brutal to get on the first node compared to the Mage and need totally different builds. The mage is a lot easier to deal with since you can just one turn him with a lot of units and not take much retaliation damage but it does bring up the interesting choice of keeping him alive so you can farm the rest of his units for gold. I think all my runs that ended were to Bulrush being so tanky and always coming with another knight or 2 which are hard units to deal with unless you brought pikeman/have a healthy commander or lucked out in getting the archer x2 damage + an archer to use it.
3. Unit/Commander Balance
-Mage units almost never feel good to use since a 200g heal/100g heal is extremely expensive and choosing one of the starting teams with a mage on it means you are starting with less than 200 gold and not able to capitolize on the advantage you are supposed to have.
- Mercia/Dark Mercia are nearly autowins because of their grooves while I do enjoy the fact that Emeric's Gems carry from battle to battle and don't lose HP per turn I feel like the other commanders not getting a small amount of healing tied to groove usage feels pretty bad but understand the design decision. If there was any change I'd make to bump up Emeric/Caeser is that I'd make their grooves have an additional effect of conquest mode where Emeric alchemizes/generates some gold when using his groove and Caeser gets good boy pats/donations of gold from every unit around him if he doesn't inspire some 20% health into them before the extra move
4. Item Balance
-Not much to say here except the "Felheim Arm" (sp) has been my win condition for Emeric/Caeser runs. Nadia/Mercia's I can usually get by on their grooves but being able to have a portal stronghold spamming out 50g infantry every turn is pretty darn busted/fun.
5. Fight Balance
Some of the early fights can be rough when you have ranged Kappa units early on and then getting a Golem! enemy in one of the later fights was pretty intense when not using a commander with a self heal groove.
I also only receive the ranged unit buff on one of my archers instead of both.