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(4 edits) (+1)

This is a cool game with cool graphics and sound and a promising foundation, but the winning strategy here isn't very obvious to me.  I did manage to complete the demo with one life left, but I lost my first three battles; the second I lost without killing a single unit, because I was completely overpowered by the enemy's ranged fighters.

I am familiar with HoMM/KB-style combat, but I am not an expert at it - so, while I understood most of the gameplay without a tutorial (except for the guard option, which I never quite figured out), there may be specific skills and strategies expected here that I am not aware of.  The problems I had were:

  • As far as I can tell, the reward for each battle depends on how many units you kill, so the more outmatched you are, the more outmatched you'll be in the remaining rounds.
  • In every round, the enemy army seems to be consistently stronger than the player's, always including heavy ranged firepower that can quickly cut down your units, and they tend to target your ranged units first.
  • Most units just don't pull their weight, even the epic ones.  You of course need to stack as many units as possible to make them more effective, but every combat is guaranteed to inflict heavy casualties.  You get refunded for these casualties (note: this doesn't work if you retreat), but because unit supply is still limited and which units are available is random, this doesn't really help with building up an effective force.  Buying a dozen each of 3-4 mediocre units every round to replace the ones I lost just means I had to continue struggling with a pitiful army of mostly cannon fodder.  I felt like it didn't matter what I spent my gold on, because any given stack felt just as useless as another.
  • What I would have done is try to soften up enemy melee units at ranged before chopping them down with my own melee units to try to minimize the damage I take, but since I lose a lot of ranged units in every combat, I never build up enough of them for this strategy to work very well.  Even arbalesters often can't deal enough damage to kill even one figure in any of the enemy stacks.  Whether I focus on killing ranged or melee units first, the result is the same, which is that I can't match the damage output from the stronger enemy army.

So, how did I manage to win?  I just had to buy as many archmages as I could and let them carry every round.  These are not only the strongest unit by an absolutely gigantic margin, but were essentially my only effective fighters at all.  Of course, since the enemy had just as many archmages as me, every round was basically just me trying to burn down the enemy archmages before they killed all of mine, with the rest of my units being mostly just a distraction until the archmages could kill everything.

I did a little better on a second attempt because I managed to hold onto some early units a bit longer, but still ended up in the same predicament.  I don't know - a HoMM expert might find this easy, but I don't really know where I'm going wrong.

Other than all of the above gripes about the difficulty, I do like the game.  My only other complaints are that I would like an option to speed up combat, as well as a downloadable version of the game.

(2 edits) (+1)

Thank you so much for the detailed feedback! This is incredibly helpful.

Based on the received comments, I've prepared a new update that should address the balance and snowballing issues. Now, all players are matched based on their win count, which should create a more level playing field. Additionally, every player will now have at least one ranged unit available in the shop each turn.

To further improve the economy, gold is now awarded based on your win count when you visit the shop. This means rewards and refunds are no longer a factor—it's just pure cash. You'll receive gold regardless of whether you win or retreat from a battle.

I agree that the winning strategy isn't obvious, and I'll be focusing future updates on improving tooltips and onboarding to give players more information. After that, I plan to add passive traits to units to introduce more of a rock-paper-scissors dynamic.

This type of strategic thinking is already somewhat present, as a diverse army composition is preferable to counter different opponents, but I will continue to work on it. Also, you can't just spam one type of unit because the maximum number you can have is limited by your glory.

I also completely agree about the speed-up option. This is one of the most requested features, and I'll try to implement it soon. A downloadable version of the game was also added in the last patch.