Hallo again! This is the local Medieval Warfare reviewing an interesting fictional campaign about the Japanese struggle.
Very fun. Great mix of B&D and a bit of RPG. There were no lag problems. Objectives were a bit slow, but came up to guide the player along. However, two confusing spots came up. First, when I went to help the green allies, the enemy did not attack my units! This is like getting free kills. Also, don't use gaia for the optional quest. It doesn't show as a player on the screen. 4
Hmm, this is where the author may want to include difficulty levels. For me, I beat it on hard, moderate, and easy, but that's just the machine settings. I suggest a level dynamics system where either the players units are reduced, enemy units strengthened, or more enemies to fight. Otherwise, it was a fun, little scenario to play when bored. Another suggestions is to use the samuari figure more often for it is Japanese. 3
The genre of the scenario was a been outdated, with no sudden twists to keep the player on his or her toes. Very simple: escape and then execute your revenge on the enemy. It's like a cliche of those past scenarios. Good starting positions, but I felt it was a bit too much. 3
Random map plus some detailed terrain mixing and town building. 4
There was no grammar errors and a mini-tale involved. My suggestion is to boost the story and place it in the "Hints" section so all can see it. 4
Great start to a workable best!
1) Level Dynamics
2) More Decorative Map
3) Double check the triggers so you don't get free kills
4) Make the grey town an actual player