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for a simple game its pretty good could use the same stats and make a platformer game or something with the same textures just more animation and projectiles and things basically if you do make a new game like this i think it could be a bullet hell game or a RPG game its up to you though i cant make games so i have no right to juge you badly.
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5/5. Takes 2 minutes to learn but fun the entire way through. Games like these are proof that Kongregate is still a great site. Keep up the good work!
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You can reallocate skill points at any time. Pretty critical, considering some aren't as good as they seem, and some builds are better for certain levels
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Fun little game! You finish it wanting more! Only thing i would say is that some end scene or some "congrats you've won!" could've been nice. I finished the last stage and i was like...did i won?
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Great Game! Loot Rarity seems to be Black Background (common), Blue (Uncommon), Green (rare) and Red (legendary). Which is weird considering the standard is usually green is uncommon and blue is rare. The Blue items seem to be no better (single stat) than the common items, which is also strange. This game either needs more levels/stages or a sequel because it really is a perfect time dump. Good Job Dev!
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Pretty solid game, I like the style the monsters are drawn in and the balance feels right. Some additional tooltips, like info how attack speed is calculated and how much of a stat you'll receive after putting a point in it on level up, would be welcome. When a crit procs, that attack doesnn't deal the 25% damage to surrounding enemies. I now understand that "basic attacks" in the talent's desctiption mean only the ones without other effects, but it'd be nice for it to be made a bit more clear.
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Overall very nice game of appropriate length for its simplicity. Thing it could use though is an end screen when you beat it and a badge.
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Dodge first enemy special doesn't stack correctly with shields -- if you have a shield and are immune to poison, it is bad to have poison take away your special protection.
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A tankbuild is not viable, i get stuck in the mountains with that 4x damage enemy. The game turns into a grinding halt for me there.
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The fighting, upgrade etc, so far are really good and has nice potential. The problem is the lack of contents that go along with it. It just ended so abruptly. Still worth playing, in my opinion.
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GG? I won? This game needs at least a ending and also it would be nice if there was some story to it, but it is still a good game
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That was fun! I'm not usually a fan of dungeon-y RPG type thingies, but Three Goblets is simple, with really easy loot equipping and a bit of a puzzle figuring out which skills to use for different levels. TIP - You can collect each time the Forge fills up, but if you don't, the rewards still stay there and you can collect them later. Skills can also be reassigned by clicking on them to remove them (you can't remove one if it's the only bought one on a column and you have skills to the right of it - you have to remove the righthand ones first). Thanks adventale! 4/5
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Excellent game. It was simple and fun. 2 suggestions: let me see what is the next upgrade in the forge by mousing over and add an endless mode that just gets harder and harder, just to see how far you can go
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Hi! Nice game!:) really enjoyed playing it. Some usefull stuff might be to auto-sort items on the type, and to add an ending, haha. keep up the good work, dev
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The game ends in a really... Anticlimactic manner. You just beat the final boss, and go back to the stat screen. Not even a "You Win" message.
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FuzzyFish, you can press P to pause and give yourself time to click on your preferred target. It is a tip that I found in the middle of the game haha.
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the only bad part is auto attack. it attacks random enemies when it should focus on enemies with skills first, i can click that enemy to refocus, but at least one or two attacks have already landed on the wrong target
The rule is that player auto attacks the enemy with lowest life. Monsters with mods have more life. This is intentional to force the player to engage with combat as otherwise there would be nothing for the player to do. This is where timing of the pause is important to avoid those one or two 'wasted' attacks. I'm not saying it's good game design, but it's how it ended up being.
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Really have that 8-bit aesthetic, and the game is simple enough to be on mobile-phones without being an idle game. Well done.
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NormaThenorman yes plain is common, blue is uncommon, green is rare, and red is epic/legendary. But plains from higher stages gives you more stats than blue or green from lower stages. Voila. I didn't understand your stat point question though.
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I'm not sure if this is a bug, but my forge cycled through first "one stat point" and then later at a higher level "one stat point." Now maybe this second stat point was one of the other class of stat points, but I didn't want to take a chance. You might want to distinguish this information.
Unfortunately, there is no way to view tips if you accidentally closed them.
There are three tips that matter:
1. You can shift-click to dismantle items. Now you can also use shortcut 'S'.
2. You can inspect enemy mod icons while paused; Pause with 'P' or 'Space'.
3. You can freely reallocate skills at any time.
Edit: Edited for version 1.1