Interesting concept, but after awhile it seems to become one of those Rush Hour games (sliding game), except instead of trying to get the car out, you're trying to match the numbers. This is especially so in the "Block" set of levels. I personally felt that the novelty ended there and it became rather dull and mindless. 2/5.
The campaign seems way to random to put a finger on "difficulty". For example, for the Council of the Liches battle, I knew way before the battle ended whether there was a chance to win solely based on the card set. I didn't feel much impact in the difficulty toogle and I felt that battles with life points in the few hundreds to be of pseudo-difficulty and it just took TIME rather than skill to win the game. The games which I lost, were easily won the second time I tried. Did I improve? No. I merely had a better card set than before that was effective. Otherwise, this was a rather fun game but got very dull and draggy towards the end. 3/5
Game broken, the boss that uses fire dies in the fire and gone is the key to open the door as well. Not to mention that level, once the boxes are broken, there is no way back up for the chest(doesn't help that jumping is such as chore). I also disliked the floating platforms especially the one in town (i got stuck under once) which was just poorly designed. This has some potential but could use a rework and some polish. Till then, 2/5.
Great game! Really loved how it played out. However, like many others have commented, it was rather frustrating to figure out exactly which argument or question to a statement would trigger Socrates enlightenment even though the player themselves would already have figured out the counter-argument. Nonetheless I'll give 5/5 because I would love to see more of these and hopefully more improved and with contemporary philosophers.
Once more, the money issue as with the previous game (they dont learn do they?). I like how the devs added newer features like magic but yet the most ideal way (look at the top comments) would be to bank all in with the final bow and health potions. Read my previous review on the original Medieval Rampage comment page. 1/5.
Its so expensive to buy HP potions that its so hard to save up for the composite bow or for powered arrows. It feels like whenever you take a step forward, the game pushes you back two steps when it comes to money. The enchantments aren't reassignable too so it would only be logical to pump the Composite Bow. However with the money issue, you'll end up getting the bow for only the last few rounds. And boy is the bow soridiculously overpowered that the final boss battle isn't even a challenge. The map stays the same and after awhile its just a borefest with repetitive gameplay. Doesn't help that the bosses' HPs are way to much which only adds pseudo-difficulty by extending the game length. 2/5.
I liked the atmosphere of the game but the music at the end ruins it. Not mention the game was rather cyptic in finding the objects. Im really tempted to go for 2/5 but for sake of encourage, i'll give 3/5. Hope for better improvements in the next episode.
Every mission is winnable? I call bullshit on that. I just got a map that is just 1 room. All there is to it is the entrance and 3 PLAIN walls. Another peeve that I have is the energy system. Clearly this game is not polished enough to warrant my money. The repetitive music, the bullshit combat system (not really even a system, just click and pray) and the buggy random generation dungeons all need work. 2/5
Nice atmosphere and music. However, I did not enjoy the gameplay at all. It was a typical frantic click-mash all over the screen to find items. The entire game is in a strict sequence but the items are all over the place and can only be picked after certain sequences so you'll be pacing back and forth ALOT (not helping that the character moves so slowly too). Some sequences like the (SPOILER) rosary behind the wall or the cleaning of the painting were absolutely not intuitive and executing these actions were a product of much deliberation and exhaustion of other options. 3/5.
Hired 4 people right at the start to manage a non-micro project and bam a bugged occured. No one would do any work and I can't cancel the project. This leaves me in an eternal cycle of no progress. Even weirder is that if I build a wall blocking the entrance, two of the workers disappear from the game and the other two gets stuck at the corner of the room and won't go back to the desk. 1/5 for this nonsense.
Played this a while back. Turned off by the bugs. Played it a few months later: Bugs still there.
1) Game-not ending bug after clearing a wave. Its just plain frustrating.
2) Clunky controls
3) No in-game chat?
4) No lobbies
Work on these simple fixes first, they should be rudimentary. But then again I don't think the authors really care about the game anymore. 1/5
Best game I ever played in my life! Unlike other games, this isn't a rehash of some shitty Unity game that ripped off GTA or a fail attempt at a zombie game and slabbed on with new graphics. Its very ORIGINAL. It isn't some lame game where there is no objective and where you can't even walk properly, let alone face forward. Its also funny that sometimes when I try to interact with others in this MULTIPLAYER ONLINE RPG, they all try to pull off the "dont talk just spam the single broken attack button" prank on me! What a great community! ITS SO MUCH FUN! I LOVE IT. I PLAY THIS EVERY SINGLE FAACKING DAY!
Thanks for reviewing Mastermeda! The hope with the blocks is limited space results in adding up becoming more challenging.