I really like this game. It's got some clever concepts, and I like the fact that you're forced to make decisions quickly. However . . . I'm up to 5 stats and 3 sets, and am finding that what felt like high-energy decision making has turned into frustration for not being able to even accurately assess what is coming in on three items, particularly when I'm killing things quickly. It makes my gameplay itself feel a little random.
Thanks for playing! Yea everyone falls differently on the curve and the game ramps up to test the loot-decision skills you build over time. I do plan on adding a slower mode since the end game is incredibly fast, even for me. With that said, a part of the design is to overwhelm the player and have them make suboptimal decisions, not unlike say a bullet hell game. For me personally, I stop looking at certain stats/values and try to focus on only 2 things to compare at that point and that helps me progress.
Being under the effects of Boots of Flight or a Levitation potion, I still trigger mushroom explosions? Not sure if that's intended behavior or not, but I thought I'd mention it. Seems like I shouldn't step on a mushroom if I'm flying.
I really love this version of Rogue Fable! A little more difficult and random than the previous (good move on the random damage/protection), which makes it more exciting, and keeps the rogue-like flavor alive.
I haven't beaten it yet, but even so I have two suggestions:
1. Coins feel too rare. I wish there were either more coins, and/or the merchants paid more for items. The amount of levels it takes to accumulate, say, 170 coins for a worthwhile item makes the whole mechanic frustrating.
2. Maybe jumping the gun because I haven't gotten to the end of the game yet, but I want an endless mode!
Really excellent game, though. One of the best on Kongregate for sure.
There are items that seem to have identical stats (say, 1 Diversity), but have a different value from each other. Is gold value of items supposed to map to the stats of the item?
There is a bit of randomness with the gold values to keep things interesting. They should all be within a small range of one another though. If the values are very different, please let me know.
This is ok, but too many items are useless. If it doesn't have shooting, it's basically a waste. Having to go through endless quests and opening endless chests just to get throwaways gets old really quickly. I have to say that the first installment (Band of Heroes) was a much more satisfying, though shorter, game.
People may not realize, but at the beginning of the game none of the areas are shown on the map. If you start by clicking the map in the upper left corner you get 'area 1,' which is definitely playable.
Thanks for playing! Yea everyone falls differently on the curve and the game ramps up to test the loot-decision skills you build over time. I do plan on adding a slower mode since the end game is incredibly fast, even for me. With that said, a part of the design is to overwhelm the player and have them make suboptimal decisions, not unlike say a bullet hell game. For me personally, I stop looking at certain stats/values and try to focus on only 2 things to compare at that point and that helps me progress.