suggestionsthe first one: well, this is a very short and straightforward game anyways. keeping it basically the same, you could just move a few troops around so they are better guarding the king, and change diplo with triggers.
for some reason, when i was running back, the enemies didn't pursue all out. they were kind of jerking as if their movement was impaired.
do whatever you can to make it more strategic: make some choices, think a little.
the second one: minor fixes in the escape. after you reach your ally and get everything, there are 2 things you could do.
1) either make it balanced so that you can hold off the attack more easily. then the game shifts to economy, so you build up and then launch a massive imperial age attack or something. the guy you are supposed to kill isn't so close to the coast, and you have to use your huge economy to first win the sea, and then send over massive boatloads of troops repeatedly.
2) forget the economy and make it another escape, except it is offensive. for story purposes, do something about fleeing or something because though you can kill memmon or whatever his name is, your forces are still completely overwhelmed and it's a hollow victory because really, you'll die soon.
you could add some triggers so that choosing hard difficulty forces you to one of the options and choosing easy difficulty forces you into the other one.
I may have been playing it wrong or missed something, but that's what I thought.
if i reviewed it in its present form...
playability: 3 (make p1 more strategic. make p2 more involved... beyond unload your troops, lure enemy, and kill 1 guy)
balance: 3 (p1 = easy, p2 = too easy or too hard. it depends what you choose to do...) add some differences in difficulty selections.
creativity: everything was kind of straightforward but it's mostly original. nothing very creative, but not like everything else. maybe a 4.
map design: 4. eye candy maybe would get it to a 5. I think you need more than that though.
instructions: fix the hints and make the instructions clearer. with that your story's a 4 i think. could be a 5 depending on what you add. for a 5 story should develop more through the game.
scen 1 = less than 3.5
scen 2 = atleast 4 if you fix it...
since the 1st one was short, it's not going to bring you down too much. probably a 4 at the end.
that said it's only half your campaign and the story could easily develop.
i haven't played your first one. i'll do it later/soon.
good job though. somewhat frustrating. some fun.
no glitches that i saw. the gate didn't open in part 1 immediately. maybe i had to wait a bit. idk
[This message has been edited by UnnamedPlayer (edited 04-04-2007 @ 11:59 PM).]