A bit disappointing. I'm a big Factorio fan, but part of the fun of that was resource management and designing optimally-efficient factory layouts. The fact that everything is free and it's incredibly cumbersome to get multiple conveyor belts feeding a single source makes this feel like an idle game.
I enjoyed the early game a lot, and there was a lot to experiment with. Later on, I noticed the following:
1. Games with an odd number of dice are more fun-- the fact that one die would go unused every round made it feel a lot more strategic.
2. Healing is subpar. Healing heals 1x value, while damage is at least 1x value and as much as 2x value, so damage is guaranteed to outpace healing.
3. Unless I'm missing something big, the "Support" and "Be Rich" dice are both objectively worse than "Lady Luck"-- Any face on either of the former two can be copied by Lady Luck every round, and you get to choose which it's copying. Why is Lady Luck cheaper than Be Rich?
You have some funny ideas!
Found a few bugs:
1. If you ask the old man playing chess about amber, he completes the stolen item quest (Which I think he's not supposed to do until you give him the king).
2. The items all pile up in the left two spaces in your inventory, which makes it impossible to complete the game if an item you need is on the bottom of the pile.
3. On the loading screen, the progress bar fills to the halfway mark at 100%.
It's a decent little game, but there's one glitch-- wins in the last week don't count for trophies (though they do count for cash and points, as far as I can tell). I beat the Champion in the last week on my first boxer, but it didn't award.
Love this game! It's better than normal hidden object games because the objects are hidden like -objects-. They're tucked away in corners, behind other things, placed where they look natural... It's much more fun than finding the button suspended in midair in front of a same-colored curtain or something!
That was incredible! All four episodes! I'm going to have to go to your site now...
One nitpick. "Costumer" is a person who makes costumes/disguises. "Customer" is a person who gives money to a business in return for, say, a game that thanks H.P. Lovecraft for no particular reason.
1. We love you!
2. We know about the costumer/customer issue already, we're going to fix it ASAP XD
3. We're glad you liked it! *_*
4. We're going to develop a trailer for a new Mr. Gilbert's adventure very soon; then, we want to start a kickstarter campaign to raise funds and develop a REAL game, a standalone adventure with better graphic and gameplay! Follow us on twitter and/or facebook to know more! :)
Wow! This is definitely an excellent game, especially for one made over four years ago. Keep it up! I've noticed two bugs. First, Vampire Bat Swarm doesn't increase "every attack"-- it increases every turn (So if you use, say, Haste to make it attack again, it doesn't gain power). Second, Chrono Hunter doesn't award power when it kills a monster-- it awards Time power when a monster in the slot opposite it dies (so if a Hydra kills the monster in front of Time Hunter it awards power, but if the Time Hunter kills a monster not in front of it, say via Haste, it doesn't award any power).
Does anyone else find that the active effects of epic sets ("Poisoned enemies fight on your side for a short time," "critical hits cast large fire field," "dying enemies leave dynamite," etc) don't work? Because I can't seem to get any of them to trigger (and yes, I do equip all three required items).
The game sometimes glitches (level doesn't end, but reset button works) when your leading tower dies right before crossing the finish line. At least, it happened to me on the 3rd level.
Happy New Year! The new update does indeed run much more smoothly and quickly. I did have one strange bug, though. I was down on the third level of the dungeon and ran into a pair of skeletal mages (the ones who've had one AP in previous versions). The one on the left moved down one space, then the one on the right moved down one space, then they both launched fireballs at me. Is that supposed to happen?
Happy new year :D
The ranged enemies now all have between 2-3 AP for moving, but end their turn when they shoot at you. If they have at least 1 AP they can shoot (e.g a mage can run away 2 spaces or move 1 space and shoot 1 fireball, but cant shoot 2 fireballs at you in 1 turn).
Sometimes it looks like they dont shoot until the end of all active monster's turns because the projectiles themselves are actually actors with a turn of their own - they get added to the end of the list of active actors when the mages shoot. It's something I will sort out at some point because it can look weird when they all move, then all shoot afterwards :s
Edit: with the mages in the library, its best to try and lure them out and hide around a corner :)
Wow! I've been away for a bit, and it looks like you really improved things while I was gone. I love the new leveling system and the weapon variations, though "lightweight warhammer" basically means that you can never lose as long as you're standing in a hallway.
The line of sight change is a good feature, but the game seems to run more slowly now. Could you add something to toggle it on and off?
lightweight is a bit overpowered, might replace it with something else or restrict it to swords only. Not sure yet :) The last update should sort out the los performance - it now only updates visible tiles once per move, instead of every frame while moving.
That was an enjoyable, original-feeling game of almost exactly the right length. I salute you. 5/5.
A way to replay individual stages would be nice, though.
Tooltips/explanations would really help this game-- what is the difference between swords and spears, other than the cost? How much wood do I get from that perk? How much life do the enemies lost if I buy the "reduce life" perk? How much did they have to begin with? The music is nice.
Hi again! The descriptions are much more clear now, and I look forward to the weapon updates. While you're in there, could you make it possible to re-activate the shields when they have less than their max damage absorbed? It's mildly annoying to have my protect 4 shield stuck on 1 because the last enemy didn't -quite- get through it before I killed him.
It would also be nice if there was a reward of some kind for killing monsters (there's no XP and they never drop loot better than what you find lying on the ground). I bet you could double this game's rating by adding a level-up system.
Fun roguelike. It needs a better tooltip system (I had no idea what "power" meant until I read the comments), and it would be nice if there were pros and cons to each weapon type (as it stands, a warhammer is just -better- that a battleaxe, hands down).
Agree :) The next feature I want to add is different kinds of special attacks for different weapon types e.g. stun for the warhammer, bleed DoT for the battle axe, etc
Hey! Great game, once again.
And to everyone who loves this game-- you should really look into Descent (the board game). Threat, the ancient evil, the combat encounters, flipping tiles, etc... It's all there!
Creative. Most of the puzzles were comprehensible, and I didn't have to play hunt-the-pixel. I've played many harder escape games, but very few better escape games. Well done.
1. We love you! 2. We know about the costumer/customer issue already, we're going to fix it ASAP XD 3. We're glad you liked it! *_* 4. We're going to develop a trailer for a new Mr. Gilbert's adventure very soon; then, we want to start a kickstarter campaign to raise funds and develop a REAL game, a standalone adventure with better graphic and gameplay! Follow us on twitter and/or facebook to know more! :)