Well that was an interesting "date" lol. I prolly would never have even played this game otherwise. The art style is definitely to my liking. The strategy employed by this game is entertaining. Though the game does get very single tracked quite quickly.
So about this hunger mechanic, I understand your rationale from the feedback you gave Razdon, that being said, not a fan at all of it. In your rationale you said that merchants carry food, if that's the case, then where are the merchants? I have not found a single one and had to waste numerous turns just popping pots and shrooms to stay alive. If the merchants are random (and I assume they are) and there is a very low chance for food to drop, this puts a massive strain on your resources and severely lowers your chance of survival (like with what happened with me.
Other than this mechanic and the sudden rapid increases in level difficulty (also assuming this is random) this is a very fun game.
I love to hear feedback that isn't just 'x sucks' so thanks for the great breakdown and explanation of your thoughts. I've added a guaranteed food drop on level 4 which I'm hoping is enough to take an edge of those times when no food drops and the merchants spawn deeper than normal. Please let me know how this goes and any other feedback/suggestions.
I noticed if you inspect an obj (npc or other) you lose the ability to use the left mouse button for almost all functions. However, it appears this does not always happen.
Great game. The overall theme was great. The music definitely helped set the mood of the game. A little bit of a story would help. Overall it has a good arcade style feel.
Also, mandatory tactics cards? Is there any inherent reason for making it a requirement? I sacrificed most of my tactics cards only to find out that they were required for the deck. It gives you a warning for the monsters but not for the tactics cards.
Thanks for reporting the bug relating to tactic card sacrificing. If you've gotten your inventory into an un-fixable state, let me know and we can fix it for you. We've just uploaded a patch that fixes this tactics sacrifice bug. Also, relating to mandatory tactics cards - we are playing with different rules implementations within various game modes as a potential future update.
So, if this is a port of Duel of Fate, then why can I not see what the monsters can potentially be? Or at least include some sort of index that includes monster evolutions that you have discovered/what to sack in order to gain that monster evo again. Other than that good, job. The win graphics look like they were not developed for operation on the pc though.
add some instructions to the game for one, actually put zombies on all your maps, get more weapons and upgrades that you can buy for said points, add an on screen control system if nescisary, and put some sort of goal to the game (a reason why we should strive to beat your game cuz at this point there is no point or reason to the game other than tap and shoot)
A nice fun game. Shows a lot of promise and I think you did pretty well with it. Here are some things I like and some things I suggest you fix or change:
-spell check your work; in the intro you misspelled mysteriously
-crossbowmen move and reload to fast. Typically crossbowmen move and reload at a much slower rate than bowmen, but on the flip side, they are usually more armored and deal much more damage.
-enemies starting with more resources and a hell of a lot more advanced bases severely offset the balance of the game.
-costs for buildings tends to be expensive
-the story is sorta shallow; add more depth other than "oooh alexander betrayed me yada yada yada..." its very bland and doesnt really add depth.
-some sort of background on each 'hero' would be nice so we know why what alexander did to them affected them.
good idea, bad presentation. maybe dont have the objects overlap with each other and a level designer would be a nice touch too. also add a way to get lives in a form of a special gem or something. overall though too cluttered so a 2/5
hey great game idea, but i agree with Moclord, def need to speed up the battle animation, and usually hit chances are done with D20s not D100, also how is it possible that mobs will hit more often then your char even though they tend to have a lower chance to hit?
lol i love that end song xP great game btw, only thing is that the adventurers dont always go where they need to so the eat you out of house and home :( and for those people who dont know how to read, the game does in fact tell you that your characters will skip floors if their level is high enough. Lvs being, 4, 7, 10, and 15.
dude i know how old this game but you still need to fix your collisions in the middle east part of the game. you shoot them in the head and it doesnt register unless its actually in the back of the head. you need to fix that
I love to hear feedback that isn't just 'x sucks' so thanks for the great breakdown and explanation of your thoughts. I've added a guaranteed food drop on level 4 which I'm hoping is enough to take an edge of those times when no food drops and the merchants spawn deeper than normal. Please let me know how this goes and any other feedback/suggestions.