The Sniper Support level is a fun idea to change things up, but one play-test would have told you that forcing you to follow your character makes it frustrating.
Addicting, and the risk concept is great fun. The problem is that that sense of risk disappears when you start getting MP & HP regen. The game becomes too easy. From my experience up to Floor 60, the 3 issues are: 1)Regen too powerful/regen items too abundant; 2)Guy by the inn sells items that are too powerful. I got an Eagle Talon weapon from him that I used from Floor 10 to Floor 55; 3)No real use for gold once the guy by the inn stops selling. Perhaps crafting should cost gold & MP?
Awesome that the entire original game is essentially in this one as Survival Mode. I was worried that there wouldn't be a classic endless run, but you were on it. My only complaint is that the bosses are boring. I know that kind of boss is a classic video game element, but it's boring having to dodge patterns for 20 seconds just to do one regular attack. The last phase of the wizard boss was much more interesting because it's active.
Mmmh, interesting point about bosses. We wanted to add an super dynamic fight against Borin Hood but we ran out of time :/ We'll keep your comment in mind.
The effects in Challenge 21 are not random. Here's what I see happening:
1. Any time you heal, enemy is healed same amount.
2. Increasing enemy's Taint increases your taint by same amount.
3. Any card that increases your Arcane Power increases enemy's Arcane INSTEAD of yours.
Was the ending meant to imply that the main character has had a string of identities (a bit like the movie Memento)? First, a protector of the innocent, then a demon hunter. And the sword just encourages him for its own ends. Is that why the sword called him by a new name at the end?
To summarize the story of the current release, Ichirou has been long since dominated by Mumei. Imagine a little boy playing with his action figure, changing and altering the toy's properties and memories to fit his own senseless story. Just like playing god, if i must add. In the intro, you saw how Kimura got easily corrupted by the sword. Consider it like sauron's ring. In the ending, you will also get hints from Oniko.
Also: It's pretty unfair to make Hobbes try to be an ethicist when he was really (as the game mentions in passing) concerned with practical political science. If he were here to see this, Hobbes would flick your noses!
The actual arguments are amusing--although extremely frustrating if you already know the final argument but have to figure out how the game wants you to get there. Way too much clicking through dialogue between arguments. Needs editing for conciseness and, as others have said, an option for instant text display.
Does anyone else find the keys turning "sticky" every few minutes? It's very frustrating to lose control and watch my character run of a ledge. I'm playing via the Safari browser, if it helps the debug.
I will admit, this game has grown on my more than my previous comment would indicate. But please, adjust Billy Lo's Intercepting Fist move. In Dragon Fist 3, it was extremely fast and recharged quickly, but did low damage. This made it good for, you know, intercepting moves. In this game, it's an ultra-fast, quick-recharging, high-damage win button. I recommend decreasing it's damage, but you could increase it's recharge to the length of, say, the Cyclone special move.
I loved Dragon Fist 3, and was excited to see this on the front page. Unfortunately, the (incredible) graphics upgrade came with a downgrade in gameplay. The fighting is slower and less fluid than the previous game's, and is less complex. For example, weapons are no longer available. Personally, I think it makes for a purer fighting game, but it reduces choices. Also, fewer moves have guard-breaking properties that can be used to set up combos. I applaud the visuals, but if I want some Kung Fu fighting, I'll be heading back to Dragon Fist 3.
I know some features have dropped, but there is some new stuff. Each style has quite a few more moves with the addition of hard and quick attacks. If this game does well, then there may be a sequel with more features, perhaps weapons. I would love to make that
In response to KittnsMittns: It seems to me that the characters are kids, teenagers at the oldest. I think they're 12-15 or so, with Sisily being on the young end. That might explain why Sisily seemed "crazy" to you. It also makes the (fascinating) world more interesting. Why are the three people that end up here all children?
I just discovered the Weapons options in the Options menu. I highly recommend setting Weapons to "more." It doesn't affect many characters, but adds some interesting stuff.
I've never played a more perfect exploration game. An example: one problem with this type of game is that when you get down to only a few hidden items remaining, it can be extremely difficult to find the last few. William & Sly 2 alleviates this with the Ahmni Sight ability, which requires enough work to get that it feels like a well-earned reward instead of an easy-mode ability.
The linearity of the game (which I think commenters have overstated), is actually an important part of what the game is about. The character finds himself in a world that the doesn't understand and can only weakly control, a feeling reinforced by the limitation of the player's choice. "Linear" shouldn't necessarily be a bad word in game design.
Mmmh, interesting point about bosses. We wanted to add an super dynamic fight against Borin Hood but we ran out of time :/ We'll keep your comment in mind.