Giant's Bane
autor Rollo357
Giant's Bane
Tagi dla Giant's Bane
Opis
Giant's Bane is a turn based strategy war game. Challenges to complete with an online leaderboard keeping track of scores. Also featuring a Challenge Editor to allow you to create and share your own Challenges with your friends!
Jak grać
Click and drag to move the camera.
Left Click a unit to drag it.
Right Click a unit to rotate it.
Mouse wheel to zoom in or out.
You can move a unit to wherever there are footsteps or onto an enemy to attack that has an crossed swords attack symbol below it.
Strengths
Scorpions deal 5 damage points to Giants.
Spearman deal 2 damage points to Cavalry, Knights and Centaurs.
Ingame tutorial is available.
To upload a Custom Challenge to our database, you have to play and complete it first, you will then be given the option to upload it.
FAQ
Czym jest Giants Bane?
Giants Bane to gra idle incremental stworzona przez Rollo357, w której zarządzasz zasobami i pokonujesz gigantów, zwiększając swoją siłę z czasem.
Jak grać w Giants Bane?
W Giants Bane zbierasz zasoby, ulepszasz umiejętności i automatyzujesz działania, by przechodzić przez coraz trudniejsze fale gigantów w tej grze idle.
Jakie są główne systemy progresji w Giants Bane?
Główna progresja w Giants Bane polega na odblokowywaniu i ulepszaniu umiejętności, automatyzowaniu generowania zasobów i pokonywaniu coraz silniejszych gigantów.
Czy Giants Bane obsługuje postęp offline?
Tak, Giants Bane oferuje postęp offline, dzięki czemu Twoje statystyki i zasoby rosną nawet, gdy nie grasz aktywnie.
Kto stworzył Giants Bane i gdzie można w nią zagrać?
Giants Bane została stworzona przez Rollo357 i jest dostępna za darmo na platformie Kongregate.
Aktualizacje dewelopera
Uploaded a new version of Giant’s Bane.
Now featuring a more free movement and attacking system, along with custom challenges that can be uploaded to our database to share with your friends and compete for the high score.
As always, if you have any feedback you can reach me at Chris@HouseGaming.co.uk, or in the comments below.
Thanks,
Chris
Komentarze
FatCatAttack
Jun. 26, 2012
I had to agree with most people here: the movement, while it does make me think of chess definitely, it also was a bad design choice. The limited moves problem stems from the fact that moving a powerful piece is much better than moving a less powerful piece and so you always end up using your high-powered units. However these two (albeit large) problems aside you do have a good game in the making besides some smaller problems, less impacting problems (for instance in the tutorial the enemy's formation is perfect for countering yours). I would like to see these two problems ironed out somehow before I give this game a more deep analysis, but for the potential I gave it a 3/5 and made it a favorite to keep track of any updates. It's better than most crap that comes in new games at least.
Thank you for your comment FatCatAttack. :)
Gheata
Jun. 27, 2012
What about an auto-combat option, where only the basic arrangement you made is important?
Thanks for your feedback and taking the time to try the game. :)
FatCatAttack
Jun. 28, 2012
Could I have a sandbox mode? Just let me set up my own challenges that I can then try to complete. It would be a nice way to kill some time.
Hi FatCatAttack, this is something that will be in the next update of the game. :)
Toimu
Jun. 25, 2012
Front line melee units don't have enough HP. How about a sheild unit that cannot be killed from the front only the sides. Also, a way to turn units without moving them to a new square.
Hi Toimu, At the moment the soldier and the spearman are essentially just pawns which don't have too much of a role in the game. Maybe giving them more HP would improve them. I'm also thinking about allowing them to move diagonally. Is it just those units you were referring too? I like the idea about the shield. Can I ask why you'd want to turn the units if not to move or attack? For what reason? Thanks for playing the game and commenting. :)
Ajax_the_Greater
Jun. 24, 2012
If it's chess you want, why does everyone move in a fixed, bland, straight line pattern? There's no way to create tactical surprise like this. Worse, there's no way to counter with intelligence. You can move in some weak pieces and utilize the range of attack or movement of superior pieces, but you're so hobbled by the mere two moves a turn that it takes forever. Most of my bouts are an endless back and forth.
Hi Ajax, thank you for your feedback. This game is very much a work in progress so I appreciate the advice. I think I'm going to make it so you can choose how many moves per turn you have at the start of a game, between 2 and 4, just to give you a bit of room to manouver. Does this sound like a change you think might make a difference to your opinion?