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Game comments and reviews
Aug. 30, 2016
Looking forward to the inevitable followup where you put all of the things together in an infuriating pile.
Also, of course Grandpa has perfect aim, have you even seen him play shuffleboard?
Would like to see the Pokeydex pics at the end.
Aug. 28, 2016
I feel like that guy should have run out of windows to jump out of at some point, like Billy.
Jul. 23, 2016
Basically, drop the front end of the curve a bit (considering that bronze coins are almost worthless) and it'll bring you just a bit closer to having that sweet curve that Toss The Turtle hits where progression and skill are closely tied to each other.
Developer Reply
About that, we're working on a little feature that should go in that direction. I hope to have more feedbacks from you, weirdguy. Thank you so much.
From my limited experience and your current feedback, you don't want it to be that it gets easier as the game progresses, you want to be able to challenge them more, and that the things that they buy with the coins allows them to rise to that challenge, but not necessarily breeze through it. The beginning part is less about getting better and more about scraping together enough coins so that you aren't stuck with the guy who can only swing a sharpened stick every so often. You can actually get pretty far without grabbing the coins, but this serves zero purpose, as does the score, since it's only the coins that matter towards progression.
Yes, the game loop is: play -> pick up coins -> game over -> spend coins to upgrade (characters or power up) -> play. We won't to change it because it's our game idea. And some players like it, some players don't. But, pay attention: the real end game is to collect all orbs. And to collect them you need only to have all characters in the game. No upgrade is needed to achieve this goal.
Oh, and for some reason, in the first area, some of the trees in the foreground linger there much longer than the other ones before turning transparent, which essentially cuts the screen's view in half temporarily, and since they're generated at the same rate as the stuff you're running through, this means that more often than not you have to make a jump hoping that you won't land right in front of an obstacle or enemy, or just give up on collecting anything during the first portion.
Mmm, this seems a bug. I'll check it. Thank you!
Specifically, you spawn enemies inside of obstacles and potions at the very end of an area, meaning that the game goes through a whole area transition while the potion's still burning time even though there's nothing there to use it on. And then there's the very minor upgrades that start at 1000 coins.
Random... is random. Sometimes a potion is in the middle of an area, sometimes is at the end of an area. Anyway (and you are the first guy to know that), we're thinking to change the potions mechanic -> we're considering to change the feature in "if you pick up a potion, the potion is in your inventory. When you want, you can use it". But, pay attention: is a feature still work in progress so, before the release (in the 0.5, I hope), it could change.
Basically, it's all up to the random generator: it can place coins and diamonds directly in the path of obstructions I can't destroy, and it can generate enemy patterns where they're too far apart for me to get a double kill in one swing (if that's an intentional strategy, it's one that is learned by accident), but spaced in such a way that I have to start swinging my sword BEFORE contacting them in order to hit the next enemy without the cooldown screwing me over (I would jump over them, but you created tall enemies and low hanging obstacles for this very reason), and the timing for that is almost pixel perfect and I mean, wow, this is happening in the second area of the game.
Mmm, I think you are not entered in the mood of the game, or simply that the game is not to your taste :\. Because if you upgrade the first character, he'll gain more attacks (i.e.); or because at level 3 you gain the double jump, very helpful to avoid obstacles or pick up higher bonuses. I apologize if you spend time in Eternal Journey without fun.
I don't think I should have to upgrade a powerup in order for it to not be wasted. I think I've spent enough time in other games on this site where all of the stages are designed so that this doesn't happen. If a game has a function, it should not require me to commit resources to it in order for it to be initially useful, unless you just locked it off in the first place so that it doesn't waste my time until I would be able to do anything with it. About coins: it's not really about skill, it's mostly the odds of whether or not coins are generated in such a way that I could collect the majority of them without faceplanting into an obstacle, or colliding with an enemy before/after the jump because the sword's radius is about as forgiving as a toothpick if you're not level with the enemy you're attacking. Hence the slopes thing.
Hi again, weirdguy. I'm sorry if the power up, in your opinion, is a feature "broken". Many other players give the opposite feedback so... I think it's subjective opinion. We're still in beta, anyway, so after all features that are in progress, we'll for sure re-check all balancing - included power up.
Jul. 20, 2016
In other words, the grind is too high. Unless the purpose of this game is to make people pay money to not suffer, in which case this business model is poor and does not deserve further attention.
When we started the K+ Beta a couple of players said the same. BUT, after 1-2 days, they wrote again to me a different feedback because, apparently, it depends on the player's skill: if you can reach 1500 mt. you can collect a lot of coins per run. Based on data, I can said to you that in media each run give to a player 2000 coins. This means that after 2 runs (+ or -) you can already buy the second character. Yes, if you want all characters at the level cap, you need to spend money. But in 1 week you should unlock all character without money. And you don't need other things to complete the game. I hope you'll give to the game a second chance. Thank you for you feedbacks.
Since progress in this game seems to be paygated, I think there's no reason for me to continue unless I have some burning need to spend too much time dealing with purposely bad placement of enemies clipping through obstacles and pickups being completely walled off or potions placed where they won't help at all because nothing comes up where you can use them.
About the progress and grind: I'll reply in your next comment. About potions: you can upgrade the duration of the potions, in order to avoid the issue that you saw.
Bug: swordman has difficulty connecting sword attacks with enemies while ascending slopes or stairs. This is common bug in many games with stairs and attacking, though.
Ah, yes. Definitively, this is an issue that we want to fix in one of the next patch.
First impression: enemies and obstacles have a tendency to blend into the environment. Things that are threatening should appear to be threatening early on. You can do stuff like that later in the game.
Hi weirdguy, nice to meet you. Thank you for your multiple feedbacks. I'll replay to all your comments. About the enemies and obstacles blended in the environment, we'll check what we can do. I understand your point of view (and maybe is the same of other players) but please note that I think after 2-3 games a player should learned what's is an enemy. Anyway, I'll check if we can highlight in some way the enemies.
There's some weird sprite overlapping in the second event, I think there needs to be some adjustments.
Jul. 19, 2016
The targeting ring for molotovs is way, way off from where the actual area of effect is, by about a third of the space. Might be affecting other explosives too.
Jul. 02, 2016
General tips: if your stat increases aren't doing anything to help, take a closer look at what abilities you could be increasing, or if your team member needs a class upgrade. If abilities cost too much MP to use, consider downgrading them, as the higher levels of active abilities have diminishing returns, while many passives improve exponentially.
Jun. 28, 2016
What kind of crazy game charges money to use public chat???
Jun. 23, 2016
Why doesn't the paladin get a shield in their graphic when they class change?
Jun. 22, 2016
Sound controls are from the main menu :/
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