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Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky

uberman

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Dec 20, 2012 6:41 PM #823557
Not sure if its been suggested yet, but;
1. rather than 'attack' a 'group at tower' button or toggle would be handy
2. number keys to select units would be useful, eg 1 = miners, 2 = swords etc. - good for the situations where the units are all ontop of each other and you cant see the damn Magikill for example.
3. possible tab and numbers to target enemy units by type
MiamiBigAL

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Dec 20, 2012 8:17 PM #823619
If you make frontline units impassable we are talking about a whole overhaul of game mechanics and balance. Ninjas would become useless, for one. Miners would become a doddle to protect. Archers would become exceedingly overpowered. Think about it.
Prince Seb

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Dec 21, 2012 2:34 AM #823863
Yo, first of all.. THIS IS AN EPIC GAME!! <3 IT!!

A couple of suggestions. i think it would be a good idea to create a miner table where it shows how many miners you have and how many are assigned to mining or praying or doing nothing. another idea is to create hotkeys that can move miners from mining to praying (or the other way around) and idle miners to either of the two. i find it annoying having to assign miners while they are spawning, i would rather be focusing on what my army is doing. AND definitely more races for free players and gold mems it would really amp up the game, i understand this could take a while thou.
thats all for now
AMAZING GAME!!
Invincitron
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Dec 21, 2012 11:57 PM #824905
Hi reader,

I bet you guys could add a Wind Storm ability for the Wingadon which makes it invincible for 3 seconds. Magikills should be able to stun enemies. Make us start with only 300 gold from the start so no crazy dude Spearton/Jugger Knight Rushes. Please add more statues to pick which one you get, each one will be bought in the Armory. Wingadons should have increased health and better weapon damage. It should also cost not 150 mana, 200.

.:Invincitron:.
Bladed Fire
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Dec 22, 2012 12:17 AM #824929
Quote from uberman
Not sure if its been suggested yet, but;
1. rather than 'attack' a 'group at tower' button or toggle would be handy
2. number keys to select units would be useful, eg 1 = miners, 2 = swords etc. - good for the situations where the units are all ontop of each other and you cant see the damn Magikill for example.
3. possible tab and numbers to target enemy units by type


1. Can you make it more clear enough?
2.Lol, number keys are in use for training infantries.
3.What are you planning? Creepy...
mooseontheloose

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Dec 22, 2012 1:06 AM #824976
i think that juggerknights are overpowered. they cost the same as speartons, yet they have more attack power and can beat a spearton. maybe speartons should have the same attack power?
uberman

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Dec 22, 2012 10:37 AM #825341
Quote from Bladed Fire
1. Can you make it more clear enough?
2.Lol, number keys are in use for training infantries.
3.What are you planning? Creepy...


1. by group at tower, I mean the units as they spawn can be made to collect at the center tower i.e. they just jun there from castle as soon as spawned instead of running to the current point just in front of the castle. It should be a toggle, as there will be many times you dont want this to happen - obviously when the opponent has the tower for example :)
2. OK, then specific letter keys, or function keys, or shift-number, or control-number etc etc
My point being, when all the units are obscuring each other, it can be impossible to select a specific powerful unit with an ability you need - removing player skill (using the powerful ability to turn the tide, such as poisoning a swarm of swords etc) - and bringing in a random element instead.
3. hehe, yes I am planning for example a simple way to order all sword to charge the back line of healers while all spears attack the giant and the archers focus fire on the magikill - or what ever other orders the player wants to see applied.
Again, I think it would allow for a good implementation of players strategic skill.

And increasing player skill elements, removing frustrating elements of play (like knowing I need poison spray but cant click my mage because he automoved and is obscured by my other units) will add to the pleasure of the players and hence the long term success of the game - in my humble opinion.

ETA
1. would be best (IMO) if there was a marker on the screen or mini-map which defalts to the normal gathering point - but by clicking (or combination like shift-click to prevent it getting moved by acident) it can be dragged and dropped at a different location - posibly anywhere on the map, such as at the enemy door-step for automatically bringing up spawning reinforcements in a castle siege.
uberman

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Dec 22, 2012 2:47 PM #825587
Another suggestion - which may have been mentioned - I think the centre tower is a bit too powerful. What I mean is that who ever holds it will almost certainally win the game because of the extra income/mana to build an army faster and the ghost (giant) will be a huge force in the final siege.

Sure, I get it; its a fight for the centre tower, early game and to maintain that the tower should give an advantage but I think its a little too much, at the moment.

Maybe, reduce slightly the income for owning the tower and reduce the power (and costs) of the second level of tower spawn.
Brotherhood

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Dec 22, 2012 10:03 PM #826016
Not really a suggestion but... when I finished the battle and won, I had to go. So, I closed my computer and when I opened it again, I clicked Finish (or whatever) on the VICTORY page and the battle didn't go into my statistics D:
uberman

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Dec 23, 2012 4:03 AM #826286
Quote from Brotherhood
Not really a suggestion but... when I finished the battle and won, I had to go. So, I closed my computer and when I opened it again, I clicked Finish (or whatever) on the VICTORY page and the battle didn't go into my statistics D:


similar - one poor dude beat me, and after the crash of my statue, he lagged out - I was awarded a victory, and I assume him a defeat.
badplayer
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Dec 23, 2012 8:21 PM #826940
oh yeah...the statue being destroyed "cutscene" is pretty lag-inducing (probably because of the particles)

tower isnt really that bad as long as u know how to play. i never lose to aggressive tower strategies, though i think the spawn upgrades should cost more

its kind of hard selecting all units of a type during battle because they overlap like crazy. i suggest ctrl click selects all of a type
Stickman Man

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Dec 24, 2012 5:58 PM #828036
I wish you could pause the game...
badplayer
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Dec 24, 2012 9:11 PM #828153
u can
KrayZStick
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Dec 26, 2012 9:39 PM #830221
Quote from duel91
Image" style="max-width: 100%; height: auto;" alt="Image">Hello there crazy jay, it seems im one of the few who has played the game, so heres my feed back.


  1. since its a new game and it would take awhile for people to grasp the controls, it would be great if you had a "remember" quotation in the game, of course it should be able to be disabled
  2. for unknown reasons, some menu buttons are not working inculding in game menu
  3. unable to get mana
  4. it would be great id you could make a check point to where the units could be spawned too
  5. the progress of the game seems very slow, i meant by slow gold production, mana production is too fast as it should be slower to my belief.
  6. theres an odd constant change of quality of the game....not sure if bug or meant to do that


well that would be all from me for now il check some more in a bit ciao


That picture doesn't look like the one in Stick Empires Beta
KrayZStick
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Dec 26, 2012 9:40 PM #830223
Quote from Stickman Man
I wish you could pause the game...


Quote from badplayer
u can


They can unpause
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