I think it'd be nice to see the level trees somewhere for contemplating the possible paths for the characters, speculate a good class combo and then build the char with a definite goal in mind instead of "D is attack, Lina is Speed etc." :)
I have the mouse-issue too, and it brought a few tight spots for me. Only died once due to not having the gatling, but once you got that, fun times! Clicking the mouse will give a faster fire rate on it, btw.
I have a question: If I have a Redirect ability on my cactilla and the tremole gets hit with a water attack, does the damage transfer calculate cactilla's resistance to water or does it apply tremole's weakness?
I tried this, and some points I'd like to bring forward
- I really like the feel of this game, it is on the fine line between martial and cute style, which suits it nicely.
- The concept of "choose your encounter" is fun and left me thinking my options a few times.
- The battles and animations were too slow for the general feel of tempo in this game. I don't know whether it is my computer or connection, but fighting two waves can take up three minutes, which seems too much for such a simple system as this one.
-As much as I hate to admit this, I didn't buy my avatar any equipment before hopping inside a dungeon. If there was a note of this little detail somewhere, I missed it. :D
I'd love to see this game up its tempo a bit, then it'd be solid gold.
Cutting down the slides whenever I've taken or lost an area would be nice, and a summary of smuggled goods rather than each import anounced separately. Animations should be optional to speed up the game. For me moving on the map was a bit stiff at the beginning.
I liked the game, but as someone suggested, variable investment options would be nice, too. :)
I really enjoyed the game for the three minutes it actually was playable. My computer just doesn't seem to handle it that well, and the framerate drops to 3 per second immediately when there's some blob charging me. I really want to play this, but currently it is impossible. :\
At least in the beginning it is a good idea to have red weapons for everybody. At least until you find purple weapons that give both attack and magic for your spellcasters. Technique is to whack the grunts with raw power and save the magic for the bosses. This will, of course, become an obsolete technique after your spellcasters have beefed up their magic. + if you find this useful.
A beautiful work that should be held in high regard. The story develops nicely, but reached massive world-saving proportions a bit too fast in my opinion. Still, I felt strongly about the characters as they were lively and had a meaning other than offering a face for the different shops. The battles were nice, and often I found that by thinking and adjusting my mods was the key to victory. Still, I had a few close calls that made me cheer (and break one chair...) jubilantly when I pulled it off. This is most likely a game that will remain on my favourites. Kudos for pandaren-reference.
Good game, I've been looking for an RPG like this ever since I played Tales of Yendor III demo. :D
One thing that picks me is that you can't reset your choices when placing ability and trait points. I had to remake my cleric twice because of a ill-placed int-point. It isn't a big deal, though. :)
And, does the maker happen to be Finn? I couldn't help but notice Finnish names on the world map. :D
Please, have the tooltips disappear after, say, clicking on them.
Add an option to quickly switch your choice of action.
Awww, the vet doesn't see anything on his old days. That is the reason he can't hit well with firearms, yes? ;)
This game has consumed only too much of my spare time. :D
Some things that I'd like to see implemented:
1. The sewer thieves quest could be streamlined to something of an automated combat, so you wouldn't have to walk to them every time. This would speed things up.
2. In the loot screen, give an option to consume potions instead of just throwing them away.
3. A pop-up telling what each skill/weapon perk does when you scroll your mouse over the text.
4. Death should be loss of equipment, money and/or experience, not max HP.
5. Option to turn off combat animation to speed things up a little.
Epicness abound. Altough the story is a little lacking, I like this as a small snack to be enjoyed between some hard work. What I'd enjoy would be the ability to see what stats you would have if you upgraded your unit to a special one. Now I have to take longshots according to the small description given. 5 stars.