It's a great game with a great concept, but the AI doesn't seem to be able to keep up. Bots don't autoattack, nor do they always move when they're directed to. The drag and drop controls are pretty terrible too, especially with the slow scrolling. The speed also meant that gameplay quickly deteriorated into a clickfest with the strategic element lost. Slowing it down would be good.
Boss 4 was surprisingly easy to beat with a warrior/shaman combo. Stun the mage to prevent her buffing the big guy and kill her immediately. Then have the shaman continuously casting ankh on himself and healing the warrior. If the warrior doesn't have enough health to survive a special from the big guy, spend a few rounds in training. One extra level is enough.
I concur with the lagging part. And it is nonsense to blame Chrome for your own sloppy coding. I've tried it in both Chrome and Firefox, and not only is the sync poor on both browsers, the lag above easy difficulty is so bad that when I hit a key the game doesn't register it until two beats later.
It's not a bad game per se, but the combat is repetitive, tedious and unengaging. Also, the damage calculations are terrible when combined with the use of a random generator for hit chance. The three different attack options come across as sheer nonsense when the 'light' attack' that supposedly hits more instead misses more often than the 'heavy', and the 'medium' attack does so much more damage than the 'heavy' that it's ridiculous. In addition, random generator should NOT be used to calculate crafting success because of the effort involved in collecting materials. Makes it simply not worthwhile.
The concept is decent, the implementation is messed up. It's repetitive and very quickly becomes boring, and the battles are either ridiculously easy or annoyingly drawn out because neither side can land a blow, or when they do, it's for 0. With the entire game focusing around nothing but combat, there needs to be more balance or at least a 'withdraw from battle' option for those times when no one can hit anything! Also, the explanation of the racial stats focuses too heavily on roleplay and does nothing to help players understand the actual mechanic. For a board RPG, this might be fine, but it doesn't translate very well into a flash game.
This game has a fantastic concept, but the controls need work. They are really poorly laid out for keyboard. It would be a LOT more playable if the movement and action controls were separated between left and right hand rather than being bunched so closely together and mixed. On top of this, the controls are often unresponsive, which I don't have to explain how annoying it is in levels that require quick reaction time. A pity because it's great otherwise.
The puzzles were actually very good and challenging, even though I only managed to figure out the logic behind some of them after using the walkthrough. The main problem with them is that the written hints aren't clear or accurate. The nineteenth rung one, for instance - it's completely misleading. And most everything to do with the lodestone is so obscure that it's almost impossible for the average player. Just finding the lodestone, for instance, was ridiculously tedious. A hint popping up in the right room when you enter with the compass in your inventory would make it a lot better. As to the keys, the hint is way too vague and in fact is only of use when it comes to finding the lodestone.
Funnily enough, the puzzle that stumped me for the longest was the in-your-face way the password is derived. I'd been faithfully following obscure clues and hints for so long that the way the password puzzle is set up came as a total non sequitur.
Flying seahorse!!!! I love how you don't see what you're actually climbing on till you finally kill it. Now if people would just READ THE BLOOMIN' GAME DESCRIPTION before spewing retarded accusations that it rips off SotC...
This is a great concept. Quite aside from the gameplay, which is refreshingly different from the usual run-jump-fall-down-pit stuff, there are so few games that would dare to feature a disabled hero. The difficulty of maneuvering Jack around by itself mirrors the difficulty people like him face in real life, and just gives a whole new meaning to the idea of what makes someone a hero - not just being able to wield a shiny sword, but to persist despite all the obstacles that whole-bodied people can clear with one jump! Also kudos to the maker for accuracy in the historical references.
Attractive graphics, but the game design lacks. Inventory interface is clunky and too much forced linearity in gameplay. Could use a bit more debugging imo.
Up this comment! I found a way of saving your savegames for when chapter 4 comes out!
http://www.kongregate.com/forums/3/topics/12269?page=1
I love the Mardek series, I'm going to hoard up my saves for as long as Pseudolonewolf takes to complete it.