A great game. I played and modded Civ-5 for a while but I switched to UNCIV because modding is much easier and it also runs on Android. The general game works well - all the main features are place. Not all features of the "Gods & Kings" expansion are implemented, yet. But the game development makes good progress (for a free, non-profit, open-source game). There are several great mods for this, different graphic sets for units and terrain. The AI is usually better than that of Civ-5. The game is mostly bug-free and if you find a bug, it is usually fixed pretty quickly.
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What a great game. What a gem. I played it for about 2 hours and it is really astonishing. The physics work great, the behavior of the enemies is interesting, the puzzles are lovely and while it is challengig at some points it is also very forgiving, thanks to the simple reset of the level once you die.
About mana-neutral attack: You are right, I took the bash upgrade that costs mana - that is when I started to realize that mana management can be an issue. Indeed, also the magician sometimes ran out of mana - which I found OK, as I expected that. Only later did I find out that even firing the bow costs like 5 mana (which is still a net 5 I think, I found that to be well-balanced). For the magician I would love some natural talent of hers like "regenerates 10/all mana when skipping turns" - that would make the mana issue more visible and also allow maybe to activly let her skip to use powerful spells afterwards.
About the buffs getting crowded: The stacking of buffs and effects seems to be a very important part of game mechanics, I remember the bleeding, poison and severall spells. For MOST of the time I could understand it well (tool tips work great!), but I got overwhelmed in time by combined (a) number of effects, (b) the high number of stack (c) their different behavior. Example: Bleeding does its damage at the end (?) of the turn, while the stacking damage spell of the magician does damage when it is cast, others do it under certain conditions. Well maybe the game is DESIGNED that way, but that is something that (at least for me) dramatically SLOWs the game down, the more complicated the effects become (because I must calculate a lot, what damage will happen to which character in the next turn or so). I am not sure that is intended. It might be OK for some BOSS fight, but I think that a mixture of different, yet less-complicated enemies might work well to keep the game fast (and still entertaining).
I love it. Sounds nice, looks nice, plays addictive, fast and entertaining. I beat the game with one hero standin (the magician, who excelled in the final battle with more than 200 armor until the end).
I liked the three different heros with their very distinct abilities. However I found some abilities still unbalanced or somewhat silly. Example: throwing sand against ALL enemies is SUPER powerful, but silencing them seems quite week (for just 1 round, this really pointless).
On the other hand, I strangely liked the warriors armor buff. What I miss is a simple, mana-neutral attack or minor spell. While I like the resource management between turns/armor/health/mana I found it a little weird that everything costs mana. So often I had to rest for one turn cause I was out of mana. It is a valid game mechanic, but it is also unsatisfiying. Maybe an additional resource or a resource pool could also do the trick.
Another thing I did not like: I had some trouble understand the different buffs and effects, it gets too crowded there for my taste. Example: When I bash an enemy, it gets WEAKNESS (icon looks OK), but the it is gone suddenly, quite odd (only valid for one round?).