I got some comments on the game, especially for magic
I enjoyed the additional balance between the two techs, but I found at least one of the magic units a bit unhelpful.
The daemon giant is what I considered a pain, althrough powerful in a size so big, that it could smash its opponent with up to three swings, it cannot defend itself from some tech soldiers (ok, and a sneaking catapult). It hardly smack two armored soldiers before it went dying. If I was going to get something like that, I'll take the magic armors as my best melee units.
My idea on improving this new unit is that the giants apply damage to ANYONE close enough to its attack (damage radius = 1) except for itself. That's worth the
300 golds for a big fellow
crazy enough to hurt anyone who gets in its way.
I don't want to lose 300 just for something slow and strong enough to strike just one man down, I rather want something slow and strong enough to spread its attack radius on at least 3 men. I was surprised that this creature from hell is weaker than I expected. This unit is supposed to be fearsome (next to the dragon), not some 300 gold worth walking thing.
ON to a new topic, I like how the lil daemon got a 700 hp. Usually, those things will die from the tech soldiers. Very useful for raids and killing livestock.
I was thinking if there could be a another promotion for the summor, a promotion option as a "
witch". I know that witches do magic too, but the idea is that witches tend to be kept to themselves or living in natural habitats. I was comparing the mage and the summoner promoting, and found out that the mage doesn't have any special effects when promoting. How about giving some
lightling strike effect on him, but he got a sphere covering him (from lightling of course) and the lightling will flow all around the orb?
As for the techs, it's a good mix of units (especially for the sneaking catapult [grrr
] and that air defense)
P.S. why do the archmage have that "(magic)" attached to his attack?