This might be common knowledge, but I just thought I'd tell anyone who didn't know: The mangamious moonbow from the "Gekkyu" skill changes at night. You jump up into the air before using it, it's bigger, and moves slightly slower. Pretty sure it's stronger, but I might be mistaken.
By the way, once Dregg and the gang attack Beelzebub I expect there to be a complicated defense system in place, which they bypass by flying on Mr. Snuggles.
jirobie11 I assume that you are talking about the final boss. After you have delivered a beating he will speed up and use his special moves more often, which are more difficult to counter than the basic combo. I have some tips on how to do it, though. S move: Just attack him before he has time to attack you(in easy mode, that's actually what LW tries when you do it on him, although he fails). D move: If you just stand still, he will hit you. However, the hitbox is relatively small, so you can escape it by running away or jumping into the air. He'll be open for soem punishment afterwards. W move: Although it might seem impossible to counter, you can actually just jump up and attack him in the air(easier with double jump, but it should be possible by attacking directly after jumping).
I have some suggestions: 1. Maybe make some more environment stuff, like pushable rocks or high/low ground or something. 2. It would be nice if rolling a 12 did something other than triggering a feat, perhaps dealing an extra point of damage? And if you were using the human and happened to cleave at the same time you could kill a dragon with a single attack, which probably wouldn't be game-breaking, having only a 1 in 30 chance of occurring, but would feel GREAT. 3. Perhaps add something more to do with weapon racks once you have a +9 weapon. Possibly make it so that getting another +9 weapon of the same type could have a chance of making it a +10? If nothing else, I would really like to see a high ground and/or a low ground, that could give bonuses to ranged and melee attacks respectively.
I just realized something: When fighting thefinal boss on hard mode you have to make use of the weaknesses in your opponents battle style and release some pretty complicated combos, while as Vandheer Lorde, you just lazily use the same basic combo over and over, hardly caring to memorize your opponent's moves since your own are so overpowered that he hardly ever gets to use them. It actually makes you feel like the characters would. Genius. Pure genius.
Great game! But I have a small complaint, which is that the different game modes don't really seem to be all that different from each other gameplay-wise. You do pretty much the same stuff in every one. If there was a gamemode where, say, each new weapon adds its bonus on to the alredy existing one, but whenever you used the weapon the bonus would fall, then you would provbably play the game a bit differently than in the basic game, which is sort of the point of different game modes, but I don't really feel that the ones that are already there fulfill that purpose.
Fair. But what I love about the other modes is that the early game is so much more intense. You need to do everything you can to make sure you don't die right away.
The library doesn't seem to explain the effects of heavy, normal and light attacks. I mean, one would assume that heavy attacks deal more damage than normal ones, and that normal attacks deal more than light, but it isn't explained how that is calculated, which kind of removes a bit of the strategy aspect of the game.
So... Neither the rune of magus nor the rune of north seem to have any effect when I activate them. Is this a bug or just a misunderstanding on my side?
I like that it actually gave you the recipe at the end. How to get: Step 1: Beat the story to unlock challenges(I think, at least unlock the challenges). Step 2: Beat all the challenges. Step 3: Open the fourth bonus. Step 4: Profit (by making them, and then telling me if it actually worked, as I can't make them myself due to laziness and a lack of faith in my own cooking skills).
I think it would be nice if solar energy was ever so slightly buffed, so that the energy production rate of max level solar energy and the energy consumption of max level flight perfectly balanced each other, allowing for endless flying without needing to worry about conserving energy for other powers.
I was planning to rate the game 4/5, and only rate it 5/5 once VasantJ took back the statement of maths being created by the devil to torture children...
But the cult of the banana devil deserves a 6/5, and since I removed one point from that it somehow was still 5/5.
Group of guards: Look, it's the hero who will save us from the undead! He'll surely be able to help us!
After the battle: Wait, who opened the chests? And stole everything inside...:(.
Axioms are self-evident truths that include the fact that if you understand this you know english, or that anyone who has played a medieval cop game before has already rated this game five stars.
*Goes to Kongregate to play some games*
*Sees that a new VasantJ game is out*
YYYYYYYYYYYYYYYYYYAAAAAAAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSSS
*Realizes I havan't rated the game 5/5 yet*
Fair. But what I love about the other modes is that the early game is so much more intense. You need to do everything you can to make sure you don't die right away.