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This world will burn to ashes!

#5
Auto-translated
The map is designed using the same template as the map with the mage: I run, run, run…, I run, run, run… I keep running. There’s no end in sight. At least the demon can move quickly, and there are enough troops assigned to him to prevent battles from becoming tedious. The technical and visual aspects are pleasing. However, the gameplay is monotonous and quickly becomes repetitive. When I reached the river, I wanted to set everything to automatic mode and let the demon move on his own. I finished the map in 70 days (“hero”). I almost didn’t pick up any demon units. My starting army is sufficient, and the joined units are more of a hindrance due to their different upgrade levels. It’s best to start learning magic from the first tier, not the third. Most of the magic touch temples turned out to be unnecessary due to the lack of magic schools. Castles without defending heroes are a depressing sight. The spawn zone for Iris is poorly placed. It can be bypassed. Miv is useless without combat scripts. I didn’t like the ending at all. Fighting with two unknown entities is frustrating. (My main character randomly obtained Valeria on automatic mode). If fighting with Daleb is somewhat acceptable, and you can win after a few tries, then it’s impossible to win against Nimues. He has no common spells (!), not even “Weakness,” and the defending hero has a set of dwarven armor, meaning the chance of spell reflection is very high. The barbarian has more combat options compared to this crippled demon. The author suggests the player organize a “balaclava attack.” You can only win the battle with a certain amount of luck, which leads to a large number of replays, without making it more interesting. P.S. There is a campaign called “Flame of Vengeance” (2008) – I recommend it as an example of how to make a map about a demon raid not only beautiful but also engaging.