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a perfect example of great ideas that are poorly implemented. the controls for combat made the game borderline unplayable, and a brief tutorial would really help players learn the controls faster.
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Wish there was a wqay to adjust the brightness. Having to squint to see the screen isn't atmospheric - it's just annoying.
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i know, atmosphere and stuff... but for all who don't wanna play this with hurting eyes add a brightness setting... or make everything 50% brighter directly! please!
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Great game. One thing to work on is the click used for attack and move. Shift-click is a fine system but it removes auto-targeting from ranged attacks so it's actually pretty unhelpful. One other comment is the game is a bit too easy! In particular the life drain abilities (Vampirism and a lot of qualities of items) make it far too easy just to steamroll everything by spam clicking. Hope you expand the game ... I would love more quests!
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Well, i made a Stalker, mainly to use it with bows, but idk, it seems more OP to just go around spamming Murk Blade/Rift (black magics), Rift was dealing 540-780 damage at rank I (VI with +powers :/), and the Evasion bonus from the class just makes me to not get hit so often (And it also increases with +powers :o)
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There are 2 chests in Urnebbar, both of which refill *every* time you visit. One is near the cabin outside the walls to the NW, the other south of the cemetery (outside the walls).
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Gets a lot more enjoyable when you realize you can just hold down mouse click instead of clicking each time to attack. I haven't checked but think that might make shift click easier also. The difficulty setting is about right, once getting to heroic level you start dying even with top of the line equipment. Glad to see a game that doesn't have a 24 hour "tutorial" or pay to win, I hope people rate this up.
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It baffles me that someone would have the care and skill to make a game this pretty (for a flash game) and an entire custom stat system, then let it be ruined by such nonsense controls.
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The game is quite fun. Melee characters seem incredibly powerful, I made it through the first 3 or 4 areas without ever taking damage as a dwarf berserker, and I was in combat a lot. One issue I did notice is that after opening a menu of any kind (Journal, Inventory, Map, Shop) the game will lag for about 30 seconds afterwards, not a huge deal as it corrects itself shortly but something worth noting.
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Switches between very smooth and incredibly laggy. Seems to be when mobs are right offscreen or hidden in a way that they're not rendered visible (such as in an on-screen shadow in the caves)
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Very nice and addicting. Some of the skills need some rebalancing, tho. The control undead one is especially bad: It does next to no damage, and only gets exp when the controlled undead mob kills something, which won't happen unless you help it. There are a few minor typos, too ("a undead -> an undead"; "an staff -> a staff").
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I think a lot of people missed the tooltip where you can shift click to stand still and attack. It makes being an archer easy. Just shoot, walk away, shoot, walk away, until the target is dead. You are practically untouchable.
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Old school rpg game, reminds something from Arcanum (visually mostly), Diablo maybe and Baldurs Gate... Not bad i say!
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Wish you had some kind of auto attack or targeting system, I miss click on enemies and run over to them, as an archer it's really annoying
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Great game, the best new game out in months that I've seen, and definitely needs some badges. Shift+click is laggy and the aiming needs some work but nonetheless still 5 stars, easily, as far as I am concerned.
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I like it, but it's pretty easy (which could lead to tedium). I've just ousted the Necromancer with the artifact from the village, and have yet to die or use a potion. I use the cure spell once in a while when fighting boss-difficulty things, but otherwise never use any MP either (having selected passives other than that).
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pretty good i like it if you were trying to make a game like diablo you did pretty nicely the aiming is a little quirky would recommend making it better
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Cleared on Hard mode, really enjoyed it despite the mild targeting and lighting complaints (which didnt affect gameplay after the first 10 mins).
Great job dev, looking forward to this game as a series.
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I wish the "currently equipped" weapon (when comparing) would consistently stay to one side or the other, rather than the game putting the compared-to weapon's statbox closer to the cursor.
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"Should we go kill that guy who's -right now- going through our buddies like a chainsaw through cottage cheese?" "Nah, man- he's like, 30 feet away, man."