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Game comments and reviews
Dec. 06, 2015
Atrocious controls, atrocious backwards music.
Nov. 23, 2014
Good start. In addition to the other things, maybe add a save mechanism and remember that you can't stab or slash with guns! (and sword training wouldn't help either)
Oct. 14, 2013
Even Roguelikes have healing... or a (slightly) less steep difficulty curve in-game. Otherwise, I like the concept a lot.
Developer Reply
There is healing, it's only very rare and expensive :P (available in one of the four different shops, so 75 % to encounter a healing potions during a game)
Nov. 03, 2010
Reminds me of Elemental Master for the Genesis.
Mar. 05, 2010
Atrocious level design on 13. My kitty's too big to leave the level.
Feb. 23, 2010
You can temporarily abandon quests.
Feb. 22, 2010
Yes, and the battle loop (in the real world) is the first few measures of the battle theme in Chrono Cross.
It probably isn't a good idea to steal your battle/victory music from well-known RPGs... =/ .
Feb. 16, 2010
This is giving me roguelike flashbacks. The one overarching issue I have is "Your fighting a _____"
Feb. 08, 2010
It's like Marble Madness, only shittier.
Sep. 14, 2009
Amazing. The enemies seem to go out of balance (too strong) near the end, but I might just need to grind more. Most of the complaints seem to be from people who've never played old SNES RPGs, which this seems to be an homage to. Add more skills and hidden things AND ADD MORE MUSIC, and I would be extremely pleased with this. 5/5, because this surpasses my expectations for a Flash RPG.
Aug. 27, 2009
Is there an in-game plot or challenge, or is it just maxed-out characters kicking ass?
Aug. 26, 2009
The art is beautiful, and effective. The music could use more diversity (given that there's only one track). All in all, a very good and innovative start to what could potentially be an excellent game. I give it a 4/5 now, but I would have no issues giving a more refined version of it a 5/5.
*The attack system is simple. Damage is self-explanatory. I don't know the exact algorithm at play, but more is better. Reaction is the ability to block/negate an attack. If an enemy has high "reaction," you want to use skills with a high "anti-reaction" to get past their defences. Finally "murderous" refers to critical hits, which do double (ish) damage. A high murderous stat means you crit more often, and there's nothing wrong with that. The catch is that you have to get past your opponent's reaction stat to land the blow in the first place....
Along with the English/dialogue issues and perhaps better explanation of the different stats and attacks*, the only other glaring thing I've noticed is that there's a HUGE grinding section, which should be supplemented by more quests. I was at level 3, and I received a quest to reach level 7. I'm currently at level 5, and other level 5 enemies only give me 1% exp. That seems low, and if level 6 is any worse, I'll be grinding for at least another 12 hours to attain level 7. No good, without at least some plot development or even a reason as to WHY I have to grind up to level 7.
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