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Tainted Kingdom

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Instructions are in the game. Game saves automatically.


Hey guys, after several months of production we present you 'Tainted Kingdom!' This strategy game includes 10 missions, a fully animated and voiced storyline by Will Arbuckle and Andrew Dennis, and epic original music by David Orr.

If you want to give constructive criticism please label your comments with either "COMPLAINT", "SUGGESTION" or "BUG." It helps me sort it out faster. We DO read all comments and try to respond to as many as possible!

Please enjoy the game!
<3 Krin



1: Knights
2: Hunters
3: Priests
4: Crusaders
5: Royal Guards
6: Hero Unit
7: Healing Blast
8: Defense Tower



*Swift Victory: Complete Mission within the days specified.
*Master of Tactics: Complete Mission without using a hero.
*Deadly Commander: Earn both 'Swift Victory' and 'Master Tactician' at the same time.

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Good game, I remember it since I was kid.

Me encanta el juego pero ay un problema por el Newgrounds Player


The basic premise of the game is fine, but the combat system is lacking.
The basic problem is the click and send each unit system.
This is cumbersome, and slow compared to how fast the AI can release troops.
It also requires you to focus on the units down below, instead of what is going on in the battle.

I would suggest that you use a completely different system:
Option 1 - Have a strategic level battle.
There are a number of games that do with in various forms, and they are typically pretty fun.
In short: you click on 1 base you own, drag it to the connected base you want to attack, and release. The troops then move along the connecting path to reach the new base.
Typically only a portion of the troops move in this games. 50% seems to be common.
You can send a 2nd group from the same bade before the 1st completes the journey, and they can arrive before the first group finishes their battle, improving the odds of success, and reducing losses.
Typically the regeneration of troops happens in any owned base, and is dependent on the base's value, or the number of troops there. (Or both)

Option 2: Allow the player to set the formation before battle starts, then the troops move forward to capture the objective, fighting the prearranged NPC forces.

I have seen systems similar to what you tried to do, but they typically have hot keys for either the unit type, or the lanes. I've not found any that I felt were "good", but I've found some that were "good enough to tolerate" for the sake of the combat system inside a grander game. It takes a lot of "other stuff" to prop up a bad combat system, and they will never become "memorable classics" like Sonny 1&2.

it won't say win if he gets 0 troops, and another hting, why i have a limited troops, but at the same time population? why can't even have more units than my enemy, jjust 15 even if i have 35 or more.

I'm sorry, I'm afraid I don't get it.

Why is the battle system so convoluted?

I can only send out a certain number of a certain type of troop...but also only a certain number of troops in general? Even if the enemy is defenseless it can still be a stalemate if I run out of troops? Even if they're only one hit left away from defeat, I lose my gold star because...why?

Plus, resources seem a bit tight, all things considered. Since I obviously don't just have troops for fighting, but for...occupying...I need to balance sending strong troops to kill and weak troops to occupy, whilst keeping track of my population meter, whilst keeping track of my resources to run out of neither, WHILST making sure both are strong enough to kill off an enemy rather than straight up die because the enemy had a bunch of passive upgrades I was unaware about.


Credits & Info

3.98 / 5.00

Apr 7, 2008
7:11 PM EDT
  • Daily Feature April 8, 2008