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Can it be that block is calculated wrong? When fighting the golem my crits do more damage than his 6 block, but he still takes no damage from those hits.
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*Kills flying eye* Yay! Continue because i only killed 4 assassins.... Alright, let's go kill the rest of them- *dies instantly to the first assassin* ... XD
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It would be cool instead of reset maybe a sort of prestige system so it goes faster the more times you beat it. maybe a multiplier on the amount of stats gained or something along those lines
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so the character is called rimuru tempest like that one blue slime from the anime that absorbed everything? pretty sure there is some copyright u want to check
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Can add something like must-hit or accuracy, which will decide if the attack will still hit when enemy try to dodge. Can also have something like damage reflect. This game has the potential to grow into something amazing.
Yea but i dont know if i should add just benefits or something like turn recovery into regeneration. or turn vampire to regeneration. speed to damage. Something wich will make the charackter more unique.
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So I've killed 4 bats and now I have negative health and it doesn't regen so now I can't do anything other than getting more negative health.
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While I can understand a full timer reset when going from one monster to the next, could you please allow the timer to take the remainder into account while fighting one monster? (for example, at the moment speed 1301 to 1399 attacks are no different from 1400, which makes progress a bit slower than it ought to be)
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You kept your promise, you updated this amazing game on time, so thus I will keep my promise (that I made to myself) and rate this game 5 stars because you seem like an amazing and very creative gamemaker.
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When enemies are supposed to die to poison or fire their life goes to minus numbers and wait for another attack which i don't think it's how it's supposed to work.
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i think you could go pretty far with mechanics based on slime anime, please add more, a lil jank but i like what's here so far
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I'm struggling to see a "game" here. 1. Click auto-fight. 2. Click a monster 3. wait a bit 4. Goto 2. Is that it? If not, then the instructions need some serious amendment.
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Bug: If you *almost* kill an enemy, and poison them, then they take a turn and lose hp to poison, instead of the enemy dying they go into negative hp until your next turn. Upon your next turn you hit them and they die, but the poison should already have killed them.
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new assassin enemy is way over powered even with max stats from killing every thing else it auto kills me most of the time
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It happens fairly often that some kind of special hit (crits maybe?) will put the bad guy's HP negative but he stays alive until the next hit.
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I think it's a pretty cool mechanic, of stealing certain enemies' abilities. Would love to see it more polished, and I echo other comments asking for more choice in how to advance.