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Reviews for "Clan Wars 2 - Red Reign"

Hero control (and everything-else-control) is spotty as hell. Art is tiny, and barely animated. Nothing new in the way of features, so it sits flabbily down in the clone department. To be honest, this is not what I'd have expected from a front page submission.
Yuck.

good job. only 1 question though, if the golem is the ultimate melee unit why is it so easy to get in the reaserch?

This game was pretty fun. But there are a handful of problems such as, if your hero is at their castle and you turn on "throw fireballs" or whatever the ability's called... you have to click retreat, then attack or he will just stand there. Also, when playing the "Swamp Things" level, my hero had full health and the enemy hero was slightly injured when he knocked me down, then I couldn't attack, retreat, or use my abilities. They would activate but he could only look behind him instead of actually running away. He just stood there for a minute getting the **** beat out of him until he died. Also, I upgraded to get the troll unit too, and the game didn't unlock it for me either.
And if you don't like facebook because of it's pure ignorance and stupidity you might be annoyed by there being "birds in the treas" in "Lost Forest", and "Know goblin has" defeated the "Supremacy" level boss.
Lastly, I had to beat the five levels that give you the achievements twice. No achievements would unlock the first time through.
Clearly QA is nonexistent with this developer.

Dont know what everyone is whinging about, I've been hooked on this game.

Great effort! Look forward to more of your work. I like the dragons :)

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.