Be a Supporter!


rated 4.47 / 5 stars
Share Links:
Adventure - RPG

Credits & Info

May 9, 2014 | 5:20 AM EDT
  • Frontpaged May 12, 2014
  • Daily Feature May 10, 2014
  • Weekly 2nd Place May 14, 2014

If you liked this, check these out!

Author Comments

Lead your kingdom to victory against hordes of zombies, orcs, werewolves and trolls in this Middle Ages sequel of the "Decision" series.



Rated 4.5 / 5 stars

i really like this game series :)


Rated 5 / 5 stars

You should have made the SHOOTIER ORKS YELLOW and the FASTAH ORKS RED.

People find this review helpful!


Rated 5 / 5 stars

i'm love that game ^_^


Rated 5 / 5 stars

Решение рулит


Rated 4 / 5 stars

Just completed: Decision 2, 3, Medieval in this order (forgot if I've cleared Decision 1 in the past). This would be the best game in the series overall, primarily due to its interesting melee mechanics and more uplifting theme.

Do note I am aware Decision 3 is the successor to Decision Medieval, but I will nevertheless make comparisons to show what was done right/wrong.

Technical/Design Issues:
1) As with all other Decision games, Mouse+LMB is still used to interact with objects even when a player chose to use keyboard+mouse, leading to either unwanted attacks or unwanted object interaction during combat, as well as occasionally becoming stuck.

2) Stuck Controls: When activating the protect NEW tower mission, keyboard controls become unresponsive until mouse is clicked. Occasionally stabilize or sprint gets stuck.

2) Occasional animation bugs with Leap and Charge attack. If player moves while using Leap, he will walk instead, and this disables him from being able to attack - fixed by using the move again and letting it work properly. Charge makes the player unable to attack if he was stopped mid-charge, fixed by making him approach an enemy(not sure if must be the original target).

3) Animation exploit: By tapping Spacebar(no holding, stability upgrade not needed), you can cancel out of being knocked down on to the floor so you can walk away, but often unable to attack immediately.

4) Bad graphics choice: Friendly orcs and mercenaries are identical to enemy orcs in appearance. "Leave" areas are bigger and equally yellow to tavern areas and often put right next to each other. HP bar doesn't always show up and doesn't update poison status when locked on. Detector takes a while to show on radar(but can live with it). Sprint bar doesn't have its own small bar until you press shift. A lot of clutter on the left side of the screen when you purchase abilities.

5) General Controls: Controls such as using taunts or grenades etc can be a bit unresponsive at times. When using poison arrows, the game helpfully switches you to bow/crossbow automatically (whichever is in the earlier slot), but doesn't automatically switch back to the last weapon used before X was pressed - if I didn't explicitly have crossbow out before I pressed X, it means I'd want to keep using my sword after poisoning the enemy for x2 gold.

6) Gold exploit: Have a high amount of gold. Go to the workshop and buy anything you want until you run out of gold. Leave the workshop, then close the game. Your workshop purchase will be saved but your gold resets back to the high amount you would have before spending. WARNING: This will prevent you from obtaining the "Arsenal" achievement (fully upgrade all weapons).

On hindsight, it appears Decision 3's maps are simply a retexture of Medieval's maps. The layout is almost exactly the same. Even the general story(if there is even one) is basically the same. That said I feel that Decision 3's resource layout is better in appearance, since it gives you the threat values and exact resource intake right off without requiring mousing over, and also allowing the ability to view the overall production values.

1) Unlike Decision 3, the difficulty curve is reasonable, although there are occasional ridiculous spikes during mine/tower upgrades. Fortunately, you are provided ballistae(level 2) or catapults(level 3) to help you deal with such situations. In addition, flinches are less punishing, knockdowns are not as common like in Decision 2 and stunlocks are rare, save perhaps the occasional troll barrel toss or getting multi-hit by a troll's charge.

2) Many of the weapons are in fact exactly the same, except with a different damage value. Despite what the game suggests, the dagger's range and attack speed is in fact no different from the 2-handed longsword(especially with the melee mechanic where a successful hit allows you to swing again faster), and in turn the shield doesn't actually offer any defensive benefit. The crossbow has exactly the same rate of fire and projectile speed as the normal bow. The hammer is a standard melee weapon WITHOUT the melee hit mechanic, making it a terribly inferior weapon. So effectively, you only have 4 weapon types: 1 melee(6 variants + the lousy hammer), 1 range(2 variants), 1 grenade 1 trap(both are basically useless).

3) Master of War: The unlocks are laughably easy to get and are vastly superior to everything else in your arsenal (and yes, the best armor also INCREASES your speed, its not a typo). By the 4th zone, you'd have gotten all 5 masters and killed at least 40 enemies per minute via tower defense. Before you get the last master, you could have easily bought traps and poison arrows(and bow). The former may be a bit annoying, the latter can be accomplished quickly by understanding that arrows can hit multiple opponents. I didn't notice any improvement in the poison arrows from that "grab" upgrade, nor anything to equip, so I assume its simply bugged.

4) Combat: For melee, get close and spam left click(try not to miss). Don't bother with stability(unless you are out of combat and using it to recharge). Charge will make your character auto-dash towards the enemy before attacking. Ram is just an upgrade to sprinting. Leap is useful when surrounded. Thunder is alright, but the slight delay before you attack can be a problem - only get it when your other perks are already maxed out. Berserk only works consistently when there's a large horde, so save it for late game. For range, the key is that the arrow/bolt can hit multiple enemies in a row as long as you aim as far away as possible(otherwise it just lands on the ground where your mouse pointed at. This also applies to poison arrows). Stability can help you snipe far-away targets, but if you want to shoot rapidly while stable you must spam click, otherwise you can hold down LMB. There are no passives that make you automatically perform an action without your input, thankfully.

5) Materials: Materials start off being painfully slow to obtain but end up becoming completely irrelevant. Once you've fully secured the 2nd zone(L3 tower, L3 mines, L3 guards), your material problems are basically over as you go about your business. As long as you don't upgrade the tower with gate/oil, you'll never find materials to be a problem. By the time you get to the 4th zone, maxing out those optional upgrades won't be a problem anymore. Same problem in Decision 3.

6) Gold: Unlike in Decision 2 & 3, the only way to obtain gold is through actively doing missions - kill as many enemies as you can, destroy jars(5 each) and explosive barrels(50 each - I suggest getting the bow early), find stashes etc. That means you will be perpetually poor just like in Decision 3(assuming you play legit instead of sleep+factory), especially when you factor in the number of expensive upgrades and the gold-sink that is the tavern guard missions. You can only get about 2k for most missions, sub-500 for tower defense and guard missions, upward of 10k for scouting new zones. Which brings me to my next point:

7) Grinding: Gold is a problem. Fortunately, weapons don't really need upgrades(just 1 upgrade is sufficient) because you can farm up experience for each weapon and the damage will go up accordingly, and because you'd be sticking to 2 weapons(1 melee, 1 range) at a time. By the time you unlock the 1st survival stage (survival 2), you'd have a 2nd set of weapons(shield and crossbow) that you'd want to max out to farm gold in survival. Survival 2 has you kill at least 150 enemies(undead & orcs) or until the timer of 2min 20s reaches 0, Survival 1 has you kill orcs only that spawn endlessly at a regular interval (you can kill them faster than they spawn). Both are good ways to net you at least 10k for every 3min, but Survival 1 which is unlocked better is much more efficient. Despite this, upgrades are ridiculously expensive and it would take quite a while to fully upgrade everything. The only problem is that even when fully maxed, XP takes forever to earn, and it doesn't help that it increases based on number of hits rather than damage. Decision 3 is the same in this regard.

8) Tower: Its basically just a minigame where you either defend against a horde of enemies who move predictably towards your entrance, or shooting at randomly moving enemies. It can be quite a nice break from the usual left-click spam and having to run around, especially the former. The towers are reasonably powerful(helps that there are no shield orcs, minimal troll spam and no bullshit defending your own tower from getting attacked unlike Decision 3), although it can be a little hard to aim since unlike in Decision 2/3 there are no hitscan bullets and the projectiles are slow. However, playing tower is simply NOT profitable at all, netting maybe 500 tops(compared to maybe 2k for a cleanup) and you likely won't have time to shoot down the barrels for extra gold since you'd be automatically end the round after killing the enemies. The latter mode where you shoot random wandering enemies is downright annoying with the slow projectiles since the enemies can suddenly change direction, making leading pointless, which will get very tiresome when you need to clear like 80 of them. 20-30 is enough, and I only do it because I need to unlock the next zone. I feel that towers is something that could be expanded upon in the Decision series as a minigame, and definitely interesting with a survival mode.

9) NPCs: Coming from Decision 3, I'm really glad that the NPCs in Decision Medieval are a LOT more competent, which more than compensates for the higher number of required kills. Level 1 is the most boring since the 2 NPCs are pretty weak, but you could potentially take advantage of how NPCs don't get up if there are enemies near their body to use it to kill enemies endlessly in an attempt to farm a bit of gold and recuperate the losses. Level 2 & 3, the NPCs will become powerful enough to leave alone while you run around the map killing other enemies. Its only when you are in orc territory (4th-6th zones) where you might find that the NPCs; damage is quite low and you'd need to taunt and then tank the enemies, but by then you'd have the best armor, maxed out HP(which you should max early btw) and stability. My only gripe with the NPCs is that they frequently steal kills and you won't be awarded anything, especially your first troll boss. Slightly mitigated in Decision 3 where you'd get a small sum, but nevertheless still bad when gold is in such short supply.

You start as an ordinary man, and as you build and upgrade, you transition into a war god. That's the kind of simple power fantasy game Decision is. The 2nd game lets you be a zombie-killing gunslinger. Medieval lets you be a medieval war god who slaughters armies. Decision 3... made you a wimp who gets stunlocked non-stop and deal with elements that could have been simplified.

My point is, Decision is a series that thrives on growth and making the player feel powerful, and Medieval has done quite well in this regard. Where it mostly falls short is poor balance between weapons compounded by a lack of true weapon variety, and lacks a good resource/power curve which causes the game to feel like a grind instead. The tower minigames could be done better and there are many technical flaws, but otherwise Decision Medieval stands to, most importantly, be quite a fun game.

People find this review helpful!