Holy crap, a third installment, and in the post-Flash age at that. Nice! I'm at 57 upgrades total right now. It's not grindy yet, but that might change. The monetization is noticeable, but not irritating. Like, I get it, gotta make money somehow and I respect that.
Clicking "Claim Victory" takes you back to the main screen, but doesn't end the run and it gives you the option to Continue. It's functionally the same as "Save and Quit".
I thought Kong was dead and only checked it on a whim, and I was awestruck by this. People are still making great games on Kong!!! Despite the black and white figures on coloured graphics looking a bit odd, I gave it a shot. Very surprised and very impressed. As Caton says, this game has big potential. The multiplayer component is very unique. It's weirdly imbalanced, since a team of 4 coordinated friends will steamroll through, whereas a solo player will have a much more difficult time progressing, but... I don't dislike it, weirdly enough. If the game gets traction, you could have a "solo mode", and of course, if there are too many players, you'll need multiple instances anyway, but I like the novelty. The game does get a bit repetitive though. I reached level 94 with another player and gameplay felt very samey, but I understand that the game is still very early in development, so more content is coming. Keep up the good work!
Came back to this game after getting the urge to play Chess again, playing some normal chess, then thinking back to this. Kind of a shame the game's deserted and there are no other players in sight.
Just started playing again this week. Shoving monsters into pits is probably the main reason I'm played for so long. It's absolutely fantastic and really brings back memories of "300". Trinkets instead of craptastic gear boosts is an absolutely wonderful change. As with 2 years ago, I find it kind of dull that the arrangement of the rooms (in relation to each other) is the same every game. I also kind of wish there was a stat to keep track of the total number of swords/bows/shields you've ever retrieved from the dungeon, if not for a small exp boost per item then at least for vanity's sake. But all that is secondary. My only real complaint is that for free players, the higher their level, the fewer rooms they have access to. That's just f***ed up. I would suggest simply not generating the special rooms (i.e., Lich Queen, Mummy King) instead of generating a room which players can't do anything with. Seriously, an ordinary room with ordinary loot would be fine.
Vampire Math: Each turn, you lose 10 hp and gain an energy attack's worth of energy. To gain 10 hp with a single energy attack, you need to be at -50hp. This puts vampires at dangerously close risk to dying in one hit. Vampires also don't have any innate defense abilities and a low health pool. This means vampires either need to get galactically lucky with their items, or they need to constantly shell out for healing and energy to stay afloat. Thus I strongly, STRONGLY suggest that vampires get buffed with one or more of the following: 1) Increase the vampire health pool. 2) Vampire energy attack heal more % missing health. 3) Vampire energy attack heals a combination of % missing health, % total health, flat health 4) Vampires lose less health from hunger than normal characters
@yessint - It does. I just did a run with it and it works just as advertised. Main thing is, enemy usually instantly uses leftover cards to resolve it. After all, it's only freeze 5.
Vampire needs a buff or a rework, I think. She's even worse than initial release toad. Even with Hunger world mod (which, for Vampire, is free money and sight bonuses), it's a huge struggle.
@Zharl Bard has the weakest base setup, but the highest potential. Some runs (bard or not) you just get an insanely broken combo and that's that. Bard just makes some combos much easier to do.
Thanks DeviousRogue. See you in-game :)