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Jan 17, 2013 | 6:01 AM EST

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Author Comments

After more internal wars between each Goblin Clan it is time for you to lead your fellow Goblins to become ruler of the land. Be prepared to battle many clans in many different territories, learn new skills and spells, develop your hero and grow your strongholds.

Clan Wars 2 - Red Reign is an exciting side scrolling strategic fantasy war game. By using agressive tactics to conquer your foes and claim their lands as your own, you will be able to enjoy the many fun features of this game.

Some features of this game includes:
20 Different units ranging from Goblin to Dragon to Battle Troll.
12 Unique levels with their own heros.
A choice of up to 5 different heroes to use and control.
In game and out of game development systems

HINT: This is not a defense game, the aim is to destroy your enemies and not just defend from them. You are rewarded as you goblins bravely attack (the closer they die to your enemies castle the more experience, reputation and gold is awarded!).

Good luck Clan leader!

Hope you enjoy playing Clan Wars 2 - Red Reign.

GoblinArena.com

Reviews


RyxysRyxys

Rated 2.5 / 5 stars

The gameplay itself is good however the bonus content will not unlock for me regardless of how many surveys i do. They all seem to be broken like many other sites that offer similar things. Even with a valid email and my correct info and going through them i still get nothing. Also some of them are nothing but infinite loops. I would highly recommend that you look into this major issue soon. I can only give half the rating i wanted to give because the bonus code stuff refuses to work.

Be careful of stuff like that.


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GoetikmagusGoetikmagus

Rated 2.5 / 5 stars

I have to be honest when I say: This is not a "strategy" game. Throughout the entire game, I saw absolutely no reason not to spam the highest-grade melee unit I could(after all, any ranged unit becomes a melee unit, when they're attacked at close range - and their improvements cost more, anyways) and click wildly at any secondary concern (such as: make the hero attack, throw a spell, or so on). I didn't have to think about what I was doing. I just had to follow a pattern and click.

This brought me to the concept of tactical combat. Why should combat be tactical, if you have unlimited resources? You reward players for the death of their soldiers, depending on how close to the enemy's stronghold they die at. In true strategy, you don't gain a damn thing when you needlessly send troops to their deaths. You've trained them, clothed them, fed them - and when they die, you lose every resource that you've put into them, as well as all the experience they've gained. If you were a goblin, is that what you'd want out of your Clan Leader?

A strategy player should concern themselves with every troop, not with every gold piece. Try taking away the rewards for a unit dying anywhere, anyhow, and trying this game again. Then, we might have something.

2.5 stars for the effort put into production: The music, the graphics, the back-story, the code, the art, and the thoughtfullness put into this. If you want more stars from me, however, there are two lessons to be learned here: 1.) Those whom play your game for some kind of emotional appeal or intellectual challenge are going to want, surprisingly enough, the emotional appeal of a war situation, or the intellectual challenge of having to develop an actual strategy, rather than a system to follow. 2.) Those whom play your game for the sheer self-gratification of dismantling a particular system to optimize their victory are going to become bored fairly quickly, as the sheer math involved is too predicatable. A more random result might force such a person to choose between, say, a unit with the best probablitiy of a moderate result, versus a unit with a high probability of both extreme failure and extreme success. Giving some units a bonus against specific other units would also give a player pause, and add to the concept of "strategy"

I'm not writing this to be a dick. I'm writing this as a sincere critical review. If I didn't care, I wouldn't post.


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admiralwolverineadmiralwolverine

Rated 2.5 / 5 stars

the gameplay is alright but it's extremely tedious. it took about half an hour to beat the first lvl. with the battles being so long it seems tat thre are so many lvls to go through.

i know your relying using the various heroes to try and diverseify gameplay but it takes a little while to even have the ability to use your hero in the first place. which means that early game everything follows more or less the same pattern of rushing basic mellee and ranged units. and even after you finally get to use the hero it is only really a support anyway. i don't know about the other heroes but as the big warrior character all you had to do is use the stun and knockback abilities and you can more or less push straight to the enemy base without to much trouble.

the bases themselves are the biggest reason for the length of the games as they regenerate health over time. which means even after pushing to the enemy base you really don't do to much permanant damage, as the turret will decimate your forces with ease. theres no real point in pushing till you get the catapault anyway since your base also has regen and it's own turret. all you need to do is repel the enemie until you can get your catapault at which point you can just use all your money to send a constant stream of units to your enemies base as your catapault pounds away at the enemy tower.

the spells are pretty intresting, though the lengthy cooldown more or less stops them having much effect on gameplay. i do like that the enemy has spells too even though they get them too late to make much difference.

sry for the long review ^^; hope it helps a bit


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joshuwawsomejoshuwawsome

Rated 2.5 / 5 stars

fun but it takes FOREVER to win! i mean 45 mins for 1 level get boring after a while....


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DanathXDanathX

Rated 2.5 / 5 stars

Your idea of a free bonus content code is a joke, Try implementing another method aside from doing a survey.


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