ZeronHitaro's Comments

Game comments and reviews

Trigger Knight

Nov. 27, 2011

2

A. 20% reduction in Armor Upgrade costs. B. 2% health regained after every fight. Just for a random example. 3. More boss fights. From what I'm reading supposedly the Dragon counts as this; however I haven't personally reached him yet. It would be nice to have some unique boss encounters after every couple of days in order to mix things up. 4. Achievements = Starting Upgrades. To put a spin on previous suggestions; a good way to encourage people to play the game multiple times while getting a sense of progression is to tie a set of "starter" upgrades to in game achievements. For example: Achievement Obtained- Survived 3 Days: +100 HP (Adding to the HP pool permanently.) Achievement Obtained- Killed the First Boss: +20 Attack Allowing for some basic power ups to help counter the tendency for the game to sometimes screw you over with its random generation, and yet providing some harder challenges for better stat upgrades. Like maybe "Survive 5 Days without Healing: +1000 HP".

Trigger Knight

Nov. 27, 2011

3

Here are my suggestions for the sequel (since it seems you have on in the works): 1. Multiple Characters/Hidden Characters- This allows for different gameplay styles and replayability. Take the current Knight Girl you have for example, allow her to start off with a heavier sword and armor but keep her current attack speed (she seems to take anywhere from 2-3 hits before getting one in of her own at higher level encounters). Then you can have like a Thief/Dancer style character with lighter weapons/armor that actually gets in attacks more often at the expense of durability, ect. 2. In Game Leveling, with Path Options: Players love being able to customize. Even if you include just a basic tri-stat system (Attack Power, Defense, Speed) it would allow players to design the character they would like to have. Depending on how far you want to elaborate this could include unique leveling options too. Like for example: You have Reached Level 5! Choose your upgrade: (cont)

Penguin Overlords

Jul. 20, 2011

1

No magnet system for loot collection? No super bosses? No uber final boss? Too many repetitive waves? Inability to customize a penguin for stat specialization and instead having to deal with generic progressing? No cost reduction for "skipping" an upgrade step, making buying certain tiers of gear pointless when you can just grind for the better stuff you'd have to buy full price for? Bad AI programming for the penguins and the dev tries to write it off as "they're not smart"? Recycled background art regardless of if you win or lose? One star.

Swords & Potions

Jun. 28, 2011

4

Your AI programming needs some serious work. My shop is about to go bankrupt because people keep coming into a Tailoring and Sorcery shop asking for weapons; and nothing else. (Suggestion doesn't work either. I have 4 points in it yet the success rate is still 0%.) This is nonsense; people don't go into a grocery store and become offended/surprised when they find out it doesn't sell shotguns and hang gliders.

Elements

Feb. 14, 2010

0

This game is terrible. :-/ It's a decent concept but any card game worth it's salt has a "redraw" mechanic to prevent players from getting screwed by a bad opening hand. Look at Magic the Gather's mulligan rule or Legend of the Five Ring's dump and redraw mechanics. There's a reason those card games are popular...and it's that they don't screw the player with bad mechanics.

Bot Arena 3

Feb. 20, 2008

0

Your AI program is terrible. Eithe rupgrade do all challenges to impossible or make this person redo his work. Sword does not follow shield, it instead loops around and attacks dragon. Shield does not go where you tell it to, it loops around sword and exposes it first, the gets caught on the loop. At least playtest your game before posting it. I don't care how shiny it looks, it it's no fun to play it fails. F-.