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for some reason my cursor cant go to the vey bottom or the left if the screen in cinematic mode and in regular mode its all squished up so i cant get to the pause menu. help please?
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I want to say great job to the developer for listening to everyone's suggestions and implementing them.
It's things like that that makes loyal players, gets your name out, and also gives a great experience. I hope to see great games from you ^^
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Dear Dev, Having limited inventory space in an IDLE GAME is asinine. Beyond that, inventory management is simply not fun. Please do something about it, for instance: Stack duplicate items into the same cell, allow players to purchase more inventory spots, Auto sell when you have more than 4 of the same weapon/armor, auto potion use, etc.
Last update added auto-sell below level and a new ring to auto-potion. I have yet to give it a try to the stacking, the combinator took a bit long to do. Soon! Thanks for the feedback
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It would be nice if the rings worked in an order. Say the ring under the helm is #1, the ring next to the helm is #2, the ring under #2 is #3, next to #2 is #4, and under #4 is #5. The effect on the ring in slot 1 takes priority over the ring in slot 2, 3, 4, or 5. So it would allow you to have the ring that keeps the archer at a distance in 1, then the ring that picks up items in one of the following slot. Ring 1 takes priority, so the archer won't be able to move in close till after the area is cleared, and will fight instead. Once the area is cleared, the archer can then pick up the items as he passes by.
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Interesting, I'm curious but my CPU isn't at 45% anymore, but that's lovely now since it's about 5% usage on the adobe flash player. Curious if you even had a super CPU hungry set up with the game; or that restarting my computer did something.
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After a few resets, it feels more and more pointless to continue. The enemies scale harder and harder so that you must grind more and more to get even half as far as you did before. You don't get to keep your hard-earned equipment except for a few rings that don't scale well at all. The balance falls off a cliff, and leveling gets more and more grindy. The loot drops also need better scaling. The fun that the game started with is evaporating progressively.
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Fighter: "What th- HEY! INTERN!! Where the FRICK are you going?!?"
Archer: "No no it's all good!! You guys go that way and I'll catch up!! I saw some monsters over there I wanted to check out."
Fighter: "Intern no! We need to stick together!"
Healer screaming in the background: "DIE!! I'm going to kill every sing- AAAAA RUN OW RUN AWAY"
*Healer heals*
Healer: Ha! Now you're in for some pai- *takes damage; screams* "AHH RUN"
Archer: "Naw but it's definitely better if we split up!"
Fighter: "No you stupid! We need to focus on the task at han- *gasp* there's treasure over there I need those boots right now!"
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King's Keep healing enemies must be toned down, or my damage has to be raised. I am on my third reset and if I leave it to idle I will always come back to an attrition-proof stalemate. Both my characters and theirs just keep healing away, no one can finish the job. Give them a limited amount of healing, like mana, so that we can struggle against them but not get stuck.
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Could use a "suicide" or "town portal" button. When you're auto raiding and you come back to the game, it might be a long time before your heroes die and you can switch them to a different dungeon.
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I really like the recent updates... except scaling move speed items don't scale well. Eventually it comes to a point where I'm desperately trying to get my team to stop moving so fast so that second-based healing and resurrection abilities have time to be useful between combats.
I'm imagining the situation and it sounds hilarious. Well you can always use other kind of equipment. But yeah, I'm thinking on nerfing the movespeed scale
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Maybe allow us to try branching classes Like warrior in to knight with auto taunt or berserker with no knockback with the option to reset the guy to level 1 to try another branch it does seem heavily based on dcss so I see no need to go easy on peeps
hopefully tonight @21:30 GMT. It's looking good, I just combined some boots with a wand to create *Brorub Boosta*, a +4 range fireball launching +4k damage boots. lol!
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Biggest complaint, I want more! Fantastic concept of a game.
Some things that I noticed, first play through get generic gear, i.e. every suit a dragon armor is the same, every orcish sword is the same, 1st reset everything has a level associated with it, 2nd reset nothing different except it seems that drop rates are lower.
Is there a point in increasing critical past 100%? You critical hit every time right? Is the percentage for life steal the percentage chance you'll do it? Or the the percentage of health you get with each attack?
More is coming tonight! About your questions: There's no point on reaching more than 100% critial chance. The percentage of life steal is the % of damage that will be converted to heal for your hero (ex: 200% life steal on a 100 damage attack, will heal 200 to the hero)
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Creator!..You should please create a better selling system..it gets real slow clicking and dragging one by one..also you should create signature skills that the heroes do..something that is automatic and we don't have to click on it..something that looks cool..like rapid shot, group heal, shield bash, backstab, etc.
Player! :) You can quick sell pressing shift + click, also I'm adding on the coming update a system to autosell items. The skills will have to wait, but I agree with you, that'd be cool!
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** **Maybe it's just a random bug, but the game froze on 11th floor. It had something to do with loading the level. The fight began before the screen loaded and i think the game choke on that. ** For developer**
And for the game itself, it's kinda great. It's idle so it's all about progression but you actually feel better managing items instead of flat upgrades. Great job.
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Great stuff here. Good to see new life in these Elona/DCSS tiles [and it's fun seeing fans of them popping up in these comments]. Art attribution would be nice -- I know at least most of these things are copyleft or somesuch, but I can't find the artists myself. ... Er, could you make the team re-target when teleport orbs are used? Right now they're kinda suicidal.
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- It'd be nice to move some of the menus so you can click on the enemies hiding underneath.
- Getting killed from enemies off screen isn't fun.
- Enemies can shoot through walls...which I guess is fair considering the heroes have the finger of God on their side, but still...
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Just a suggestion, remove ancient rune from the dragon lair map, doesn't make sense that you get an item there to go there again, should be rare as you get the best tanking equipment in the game there.
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Please make a normal right handed mouse cursor (one that points to the upper left hand corner instead of the upper right).
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May I perhaps recommend scaling for items as replays increase? And perhaps not limiting high-level gear drop only on high level floors, but rather having a chance for rare or even unique items to drop on any floor? Though maybe not too much low level drops on higher floors without a system in place to sell those immediately, because that might be all they're good for.
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you need to fix healing enemys... my characters keep going for them while others are killing mine.. the healings never die , they keep heal themselves
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A hotkey for inventory is sorely needed. When you've got tons of enemies shooting at you, that second it takes to open inventory makes the healing 1 second too late. The attack speed on items should be made to scale with level.
Coming in the next update: space bar to open inventory. I'll think about adding a very very small scaling to attack speed; the problem with AS is that you can find some very OP combinations if you use it with +knockback items... Thanks for the feedback!
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Seems like every time one of my heroes goes down, but the remainder carry on to the next floor the game begins to lag extremely and then stop working entirely. I have to refresh to resume play.