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Cursed City

#17
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"-Are there any complaints about the buttons? - No! They are sewn on tightly, you can't tear them off!"

Completed the map in 45 days (as a hero).
-The map space is poorly planned. More than a third of the map is allocated for the Knight's base, but he doesn't do anything there. For the player, this area is only used for one turn. The path for the main hero to reach the Castle is also very long, which is almost "dead" territory. As a result, only a "sandbox" of two by two steps is left for active actions.
-The map is static. The Necromancer came out once, lost, and didn't leave the garrison until the main hero killed him in the Castle. Another Castle is simply blocked.
-The reinforcements from dwellings are poorly timed. Formally, they should arrive in two days, but in reality, they take four days due to a traffic jam on the bridge.
-The magic Temples are placed very strangely. The player only gets Temples of the second level, and one of them teaches "General Plague." There are no Temples of the first or third level available to the player. The reward in the hut also looks strange. Was the hero mixed up?
-Elaina doesn't fight at all, and the AI doesn't trust her with troops. In the Castle, approximately a month's worth of reinforcements are stationed in the garrison, while Elaina has peasants and, for some reason, 60 ghosts. She runs away at the first opportunity, which leads to an unexpected victory.
-I agree with Antik; it would be better to put a mentor on the map. At least to remove the useless logistics of the main hero.
-There is a lot of text, it is inconvenient to read, and it doesn't help with the gameplay. If the text is for atmosphere, then it enhances the atmosphere of chaos on the map.