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Uploaded
Oct 1, 2011 | 5:23 AM EDT
  • Daily 2nd Place October 2, 2011

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Author Comments

*EDIT*
Wow, thanks so much for the front page NG, you guys are way too kind. ^_^
*EDIT*

If you guys have any questions, I'll answer them. Just let me know. ^_^ There are bound to be a few typos and some bugs, just let me know if one is super bad and I'll go fix it. This is mostly just for fun, don't bang me up too bad. :P

UPDATE --
Fixed a bug that made it so that you couldn't buy gnomes sometimes.
I've uploaded a new version, I lowered the costs of gnomes some, so that they can be used for ranged support more easily. I also fixed a few small bugs, some of the bigger ones I haven't been able to repeat yet.
I increased the trade speed a tiny bit.
I also fixed the issue of transferring men to fight. If you start to send 50, and then decide to send all, the 50 you manually sent will be lost. This is fixed in my new upload, but it might not take effect yet. So be warned.
Fixed the loot screen so that it tells you how many knights died, and how many mushrooms you bring back from missions.

Q: No save?
A: nope, as I said in the startup of the game, this was really a big learning experience. I didn't/don't know how to handle a save file for a game this big. Next time I will know how I promise, but this game was just way to big to do a proper save on. Now, your experience is saved, and it gives your extra money when you start up again. So you can easily get caught back up in just a few minutes in most cases. Sorry for this minor inconvenience, but I just didn't prepare to make a save function for this game, and it got a lot bigger than I'd originally planned. Thanks and don't get too mad please. :D

Q: There are some clipping errors on the sides?
A: NG only allows a max size of 700, and I made my game 750, so I don't know how to fix that. The flash file is being distorted some. Hopefully it won't be noticeable to all of you though, but I noticed on one of my older machines in IE. Not in firefox or chrome.

Q: Where do I get money and silver?
A: Increase your population, you tax your population, so the more people you have, the more money you make.

Q: Where do I get stone? Freaking stone!? D:
A: The best place to get stone is from dungeons. But also the mines generate stone at a steady rate.

Reviews


DehzonesDehzones

Rated 4.5 / 5 stars

Very nice

Just a few thing I wish to share:
1. The resource's gathering was way too slow, in my opinion. Trading didn't helped much on this way, even.
2. I was plannin sending a Lider and some troops on an adventure. Ive found out that i didnt had enough silver, but I had already selected the troops that I wanted to go. buuuuut, when I've changed the screen after knowing that I didnt had enough resources to go on that adventure, the troops Ive selected simply disappeared. Ive got a little pissed with that, since Ive lost a HUGE part of my troops with that bug.

Now, the good parts: graphics, interface, surprise, the game was awesome in all these ways. congratulations, a very nice game indeed


People find this review helpful!
Hyptosis responds:

Oh strange, alright, let me try to recreate that bug and see if I can fix it, thanks!


SimCorderSimCorder

Rated 4 / 5 stars

AWESOME GAME! but ARGH! the trading..

The most annoying thing in this game though is the darn trading, I can see that you tried to combat this by allowing us to hold down the mouse button instead of just spamming. However that just won't cut it when you need to trade on such a gigantic scale to get certain upgrades or buildings completed why can't you trade in bulk? As others have stated I needed to spend countless minutes just waiting to trade enough resources just to buy the gold/silver I needed to spend another few minutes trading that for the resources I need.

The random events, though there cool are a bit too minor after the mid point of the game. I will admit though I probably didn't encounter all of them so I'll hold back on most of my judgement in regards to score. (I never did get to see a necromancy invasion)

A feature that I almost missed was the EXP, at first I thought it was pointless.. that is until I restarted the game, where my exp was converted into resources. Which made me smile since I was able to easily get back into the game, and not only that I was able to get resources which I was struggling to get during my first play though

Having your heroes leadership being affected by their training and environment is a genius trait that I've almost never seen on a flash game. This is something that I only see in retail RPG/Strategy games. Which also brings up a point. There should be quests where numbers and pure strength/luck shouldn't mean everything. There should also be missions that require stealth and/or specialized squadrons to get the job done and you can't rely on brute force alone to accomplish.

I know I got other suggestions on the brain.. but I can't put my finger on them.. I'll probably PM them later when I play through the game some more.

For a simple practice project for your programming, you have actually invented an extremely unique flash game here. I can't wait to see where you will take it.


People find this review helpful!
Hyptosis responds:

Thank you so much for the feedback. I hope to one day revisit this in a more organized fashion. :P I know the trading is a pain in the butt, even buy large groups of units is too.


LeastSquareLeastSquare

Rated 4 / 5 stars

I like it, but here's a list of stuff to improve

You should inform players of the ways to increase resource production, because the game is difficult without that knowledge. Also, there should be further upgrades available for the mines or the option to have more than one, otherwise it takes quite a while to acquire stones because they are very necessary for creating many things. Although it is convenient, the availability of trees should be affected by how many have been chopped down in an area, and how quickly they are able to grow back (probably reflected by numbers instead of actually showing them growing), and maybe having to branch out into new areas to get more resources as mines and trees run dry. As you become a larger empire, the chances of neighboring empires and groups should increase because they want to take over. I don't understand why the population decreases when you buy soldiers. Maybe have fluctuating trading costs with supply and demand models reflecting current technological research and lack of resources in other countries. When trading the player should have an input box for how many they would like to purchase and deals should get better as you buy in bulk, but resources from other countries should also not be infinite but able to "grow" back. The cost of houses should not increase as you purchase more, when the same amount is used to build the same kind of house, but there should be the option to build larger houses. People should be able to immigrate to your country and build their own houses. The number of people should reflect the living conditions and general happiness of the people living there, assuming that demographic is capable of immigrating to another country. The food resources should be used in sustaining a population, not to purchase them. Food should be able to go bad if not sold, unless refrigeration is invented or purchased from a neighboring country and can then be implemented. Journeys to far away lands should not have instantaneous arrival especially when those places are on another continent. There should be log book of successful spells. There should be a cost to casting spells. Henchmen should be able to carry more. Soldiers should be able to gain experience and become better classes of soldiers based on what the player tells them they should be. There should be traders who trade between cities for you and can go a certain speed based on their experience in the area, and the means and quality of the equipment they are using to travel, and the type of terrain or roughness of the sea they are travelling through. There should be bandits who try to steal from these traders. There should be people sent alongside the traders to protect them. You should occasionally receive requests from foreign nations for trading offers or have set trading deals that happen automatically through contract. Morale should be reflected as a number that has some correlation to population and riot frequency. You should be able to adjust tax rates and what is taxed. You should be able to create tariffs. Different things should be invented as the intelligence of your society advances, based on how much you communicate with and accept other cultures and ideas and the emphasis you put on the importance of industrious behavior and by building schools and universities, either with public education paid for by taxes or non-required pay-to-go government run schools. Maybe give the citizens the ability to create their own businesses and then tax that, or just leave them alone. You should have monuments that increase tourism and possibly population over time. Building things should not happen instantly but should take time. There should be more types of farms, like sheep farms for creating wool for clothing. I realize now that I just sat here typing this for like 20 minutes. Hopefully you got some good ideas. Well, thanks for reading all that I guess, even though most of that would probably be pretty difficult to do, and you have already done a lot that is great with this game and I like it. Those were just some ideas to help.



kandeskandes

Rated 4.5 / 5 stars

nice game

but also is that nevera statuea a refenrence to morowind



MoscowKidMoscowKid

Rated 4.5 / 5 stars

Flawless... almost

This game is almost perfect - from the idea to the design and the interface. Its only problem is the terrible trade system - imagine, how long you have to hold the left mouse button to buy, say, 3000 stones? This pretty much ruins all the fun.
Except for this, the game is superb!


Hyptosis responds:

Yeah, I was trying to code in a way to hold down shift, to increase the trade rates. I'll figure that out for the next one. ^_^