Players experienced disappointment due to the game's perceived lack of content, feeling it was unfinished, short, or 'bare bones' for a full release. Key issues included crude visuals, missing features, small maps, and underdeveloped AI intelligence. This led to a sense that the game fell short of expectations and became boring quickly due to repetition and a lack of long-term engagement.
Satisfaction stemmed from the game's core indirect control concept and its ability to provide a relaxing, enjoyable experience reminiscent of 'Majesty'-like gameplay. Players appreciated good basic mechanics, decent AI, quick builds, and QoL upgrades. The game offered quick fun in short sessions, with some finding value in its content, polished presentation, music, and effective spells.
Frustration largely arose from persistent AI issues, where units often ran aimlessly, got stuck, or ignored critical threats like bounties. Players also struggled with unbalanced gameplay, leading to frequent hero deaths, high difficulty, and issues with unit performance and the economy. Bugs and poor operability further contributed to a negative player experience, particularly in the early game.
Players expressed hope primarily for the game's future development, specifically for new content, bug fixes, and general improvements. There was a strong desire for developer intervention and updates to address the current shortcomings and realize the game's full potential.
Joy was found in the game's charm and the simple pleasure of watching characters, especially for those who enjoyed its 'Majesty'-like qualities. Many players thoroughly enjoyed their time with the game, finding it to be a delightful experience that 'scratched the itch' for this particular genre.
Verdict
Mostly negative
Summary
Positive 45% · Negative 55%. Score: 55 / 100
Positives:
Players generally enjoy the game, finding it well-polished for its price and full of potential for future development and balancing. Many expressed satisfaction with their initial playtime, appreciating specific elements like the music and localization.
A significant number of players strongly compare the game to the classic "Majesty" series, appreciating its similar hero management and strategic elements. This resemblance is a major draw, satisfying fans of that specific genre with a streamlined experience.
Players noted the impressive variety in economy, hero options, and itemization, including unique guild-unlocked marketplace items. The game's selection of potions and equipment, combined with forgiving mechanics like resurrection, contributes to a deep yet welcoming experience.
The game is highly praised for providing short bursts of fun, making it an excellent choice for quick gaming sessions. Its design perfectly suits taking breaks or filling short periods of downtime with engaging play.
Feedback indicates that Monks are currently too strong, being cheap, durable, and leveling quickly. Their high evasion and defensive abilities make them highly effective throughout much of the game, potentially unbalancing gameplay.
Negatives:
Heroes and NPCs frequently get stuck in environments or buildings, exhibit poor self-preservation, and make questionable tactical decisions like ignoring bounties or fleeing too late. This leads to frustration and often causes failures not due to player strategy but due to unit intelligence.
Players find the game too short, lacking sufficient content for long-term engagement, and expensive for what it offers. This leads to quick boredom and a feeling that the game is not worth its price, especially considering its state at full release.
A wide range of units, particularly expensive ones and early-game heroes, are perceived as too fragile, dying quickly before they can level up or become effective. This makes recruitment and progression frustrating, as units often aren't worth their high cost.
Players report that enemies are too numerous, fast, and have excessive range, leading to overwhelming hordes and sudden defeats, even on 'normal' or 'weakest' levels. The difficulty in Sandbox mode is also noted as disproportionately high compared to scenarios.
The game contains a range of bugs, from minor visual glitches like dead units remaining displayed to more significant issues like units being attacked from impossible distances, Guard Center progress blockers, and heroes getting stuck or not properly inheriting guild status.
Gameplay:
Players interact indirectly, primarily setting bounties on targets or using attack flags, while units largely operate autonomously. This design fosters a more leisurely and observational playstyle, allowing players to watch their villagers and heroes in action.
Taxation serves as a central economic element, complemented by specific costs for various guilds (e.g., 3000-5000 gold) and hero recruitment fees (around 1000 gold). Players also acquire upgrades through a dedicated market system.
The primary gameplay loop centers on players establishing and managing their kingdom, developing its economy, collecting heroes, and unlocking various upgrades to progress through the game.
Key actions like constructing buildings, recruiting heroes, and completing research projects occur instantly. This design choice removes traditional waiting times and significantly accelerates the pace of development and expansion.
The game offers a robust sandbox mode featuring randomly generated maps and escalating enemy difficulty, providing high replayability. Additionally, there is a selection of curated, handmade scenarios for structured gameplay experiences.
Performance:
-
No data available
Recommendations:
A notable segment of players advises delaying purchase until the game receives further development. They hope for improved balancing, more content, or general enhancements, with some planning to revisit the game in 6-12 months.
Player sentiment regarding purchasing the game is divided. While some recommend buying it now, often citing low price, others suggest waiting for sales, trying the demo, or even considered refunds, often due to current content or balancing.
One piece of feedback indicates the game has the potential to be a permanent fixture in players' libraries, suggesting good replayability or lasting engagement for some.
Miscellaneous:
Players express strong desire for ongoing development, including new achievements, larger maps, infinite modes, and diverse gameplay features like defensive structures and specific unit types. Many are eager for continuous updates, suggesting the community is invested in the game's future, and bug fixes are also a priority.
Feedback indicates a need for general polish, improved sound effects, and quality-of-life features such as a speed-up option. Players also desire better visual feedback for upgrades, clear notifications for special item acquisition, more efficient market item displays, and scenario event narration.
Players suggest enhancements to hero behavior, such as allowing heroes to flee at low health for better survivability. They also desire more strategic cooperation between different hero professions and the addition of a party ability for heroes to travel as a group.
Some players feel the game is too derivative of its inspirations, specifically Majesty. They encourage developers to be bolder in adding new, unique systems rather than strictly adhering to established formulas, to forge its own distinct identity.
There's a suggestion to reduce the experience requirements for more expensive units. This indicates a potential concern with the pacing or balance of the progression system for higher-tier units.