This game was more than I expected, early stages. My approach was rather brainless at first and first few stages went smooth enough, later on came a shocker, I'm being killed out of nowhere! Then I put my honor into the pocket and used help, figured out the mechanics behind my secret deaths and figured out it's not a brainless clicker RPG, I need a plan! Fantastic game, a little diamond in the flood of sh...shameful MMO copies that play itself. 5/5!
Dear Kongregate, I understand that we're well past the times when so called F2P games were supposed to be fun, but dear God. This abomination here is probably the first "MMO" here I won't even get badges for. I just can't handle playing this, neither as a main activity, nor having it running somewhere in the background. I tried, I failed and I'm somewhat happy for my sanity I won't continue my journey here.
I really appreciate this game's impact on my life. When I started to play it, I kept searching for alternative activities just to delay the moment I have to continue my progress towards the badge. Washed the dishes, did the laundry, did the laundry again, this time with stuff that didn't need it. Mown the lawn, thanks to which I had a reason to do another laundry. Wanted to leave 5 stars as a token of my appreciation, but after all, I believe my personal story shouldn't affect the actual rating of this game. And this game is... bad, seriously, run while you can.
First of all, great game! Can't remember when I've seen here one without aggresive sales yet great quality game. 2 tiny details that imho could do well are: 1. Percentage chance of item being destroyed during questing seems a bit inaccurate. Items seems to break too often considering what percents suggests. (Or I'm that unlucky! :)) 2. Would love to see an option to chose the discount ratio (with energy bonus scaling to it accordingly of course). Nevertheless. Keep up the great work! 5 stars from me.
Thanks for the feedback! The break percentage is currently accurate. Each item has it's own break chance, which can sometimes lead to confusion or a streak of bad luck. When a weapon breaks, the next quests boots, the next gloves, it can seem like items are breaking more often, but each item is on it's own chance. Additionally, with breaks being random, it can lead to a streak of bad luck with items breaking in succession. The discount ratio is an interesting suggestion. We'll send it over to the team.
Boredom spills from every corner of the game. Controls are unintuitive. The only positive mode in the game is wargame. Too bad waiting for an opponent takes forever at times, shame, guess whole 15 people still playing your game regulary. Dear Ubi, stick with your AC soap opera.
Game had a potential to be something new, something different after countless pseudo-mmos that play themselves. Unfortunately, another developer went for 'pay or quit' model, rather than trying to make a game people would want to spend on. Let's see; 1. Insanely limited energy system - standard. 2. Ridiculous difficulty spikes, without real possibility to outgrind - yes, yes, you want money and you want them now. 3. Rating 3.9 - haha, that proves Kongregate's sense of humor. Summarizing, 1/5 and longing after times when games were made to be fun.
Fallen asleep in wave 1, woken up in 3. Then I asked myself a question, do I really want to go through it to get the badge? Maybe some other time, when I feel like doing something completely not entertaining for 15 hours. Whoever decided to make levels THAT long, sorry mate, you killed this game.
Almost feeling bad for playing it. Fresh idea, perhaps even a niche - terribly executed. Now since you're leading by example. There's 95% chance I'll ever play it again.
Is this a game or waiting room? Substantial potential wasted by (unfortunately) more and more popular so called "time management" mechanics. Got the badges, doubt to play it ever again.
There are 2 ways to kill a good title. Either by lack of attention or utter greed. Feeling like it suffers both and despite I hate to say that, I hope it is your way to ruin.
Thanks for the feedback! The break percentage is currently accurate. Each item has it's own break chance, which can sometimes lead to confusion or a streak of bad luck. When a weapon breaks, the next quests boots, the next gloves, it can seem like items are breaking more often, but each item is on it's own chance. Additionally, with breaks being random, it can lead to a streak of bad luck with items breaking in succession. The discount ratio is an interesting suggestion. We'll send it over to the team.