I am always happy to see new maps, campaigns and packs being uploaded as it is always refreshing to play new levels.
This campaign misses the mark, however. I couldn't finish the first map as it is very repetitive. You go from one area to the other, break the door and use boulders to crush whatever is inside. You creatures are mostly useless since the enemy is stronger and far, far more numerous than you so they slowly work in the workshop to build boulders and wooden doors. Which means a lot of frameskipping in case you wasted the boulders you found in neutral areas.
Some work has been done on the maps, but they are too simple and repetitive. The plot is nice with the "heroes" of the story talking to each others. A single level with this gimmick could work and has been done, but it needs less tedious level design. Sometimes, the imps have to go a LONG way to bring the boulders where you want them or you have to wait for the enemies to travel all the way to your base. You open the way sometimes but I feel like it's not enough.
I don't want to be all negative here. I think this has potential and you could work on the maps a bit more like lowering the time needed to build traps as suggested by Spatulade. For now, I'll rate it 2/5 but will come back to it if updated.
For most maps, if you told someone "I just frameskipped and filled an entire corridor with boulders" they'd accuse you of turtling and cheesing, but for these maps it's mandatory and the required solution each time. Some interesting ideas and I like the semblance of story but you're not going to have much fun unless you REALLY like boulders.
Definitely some good potential for future maps though, I did like some of the puzzle ideas and the cast of characters! My suggestion would probably be to massively cut down the time waiting and frameskipping by having the doors and boulders take way less time to manufacture. Some maps you had enough boulders and could beat quickly, others felt like you had to set up huge corridors and create a dozen or so boulders before moving forward, and it's impossible to know exactly how many enemies you'd encounter (and the first map sets the expectation that there will be a LOT). With nothing else to do than research a small handful of spells and just grind out traps, it would make sense to speed that part up considerably.
Overall I gave it a 3/5: Some of the maps looked nice, I liked that there was some plot which was a bit fun, it was an interesting change of pace and there were a couple nice scripting/puzzle ideas, but the main part of the campaign was waiting for boulders to be made, and hoping you set up enough in the right places before moving forward, which was not so fun.
First map i thought "Feels like someone is watching, thinking.. Hmm how long can i keep this idiot ocupied doing almost the same thing, little diffrent area, enemies etc.. but basically the same.." aside from that, personally i think the maps feels too much wasted time spent on little to nothing.
😖😴
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I am always happy to see new maps, campaigns and packs being uploaded as it is always refreshing to play new levels.
This campaign misses the mark, however. I couldn't finish the first map as it is very repetitive. You go from one area to the other, break the door and use boulders to crush whatever is inside. You creatures are mostly useless since the enemy is stronger and far, far more numerous than you so they slowly work in the workshop to build boulders and wooden doors. Which means a lot of frameskipping in case you wasted the boulders you found in neutral areas.
Some work has been done on the maps, but they are too simple and repetitive. The plot is nice with the "heroes" of the story talking to each others. A single level with this gimmick could work and has been done, but it needs less tedious level design. Sometimes, the imps have to go a LONG way to bring the boulders where you want them or you have to wait for the enemies to travel all the way to your base. You open the way sometimes but I feel like it's not enough.
I don't want to be all negative here. I think this has potential and you could work on the maps a bit more like lowering the time needed to build traps as suggested by Spatulade. For now, I'll rate it 2/5 but will come back to it if updated.
For most maps, if you told someone "I just frameskipped and filled an entire corridor with boulders" they'd accuse you of turtling and cheesing, but for these maps it's mandatory and the required solution each time. Some interesting ideas and I like the semblance of story but you're not going to have much fun unless you REALLY like boulders.
Definitely some good potential for future maps though, I did like some of the puzzle ideas and the cast of characters! My suggestion would probably be to massively cut down the time waiting and frameskipping by having the doors and boulders take way less time to manufacture. Some maps you had enough boulders and could beat quickly, others felt like you had to set up huge corridors and create a dozen or so boulders before moving forward, and it's impossible to know exactly how many enemies you'd encounter (and the first map sets the expectation that there will be a LOT). With nothing else to do than research a small handful of spells and just grind out traps, it would make sense to speed that part up considerably.
Overall I gave it a 3/5: Some of the maps looked nice, I liked that there was some plot which was a bit fun, it was an interesting change of pace and there were a couple nice scripting/puzzle ideas, but the main part of the campaign was waiting for boulders to be made, and hoping you set up enough in the right places before moving forward, which was not so fun.
First map i thought "Feels like someone is watching, thinking.. Hmm how long can i keep this idiot ocupied doing almost the same thing, little diffrent area, enemies etc.. but basically the same.." aside from that, personally i think the maps feels too much wasted time spent on little to nothing. 😖😴