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Leveling up should definatily give you more things other then better scores .. You should get more hp etc In start depending on your level, I don't really care alot about my score..
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@All people who are arbitrarily throwing hate at the game, I direct you to the description: it's an experimental game. Meaning that, while this is not perfect, the REAL game will be amazing. Meaning, criticism is fine if you give the dev a new idea. Very nice game, cool idea. I would like to see some kind of bonus for leveling up, HP increase, or lifespan increase, maybe attack speed bonus. The biggest problem is combat. There doesn't seem to be a system to it, so depending upon my luck, I can be hit once, or twenty times before I can attack. Perhaps that could be a thing I can upgrade from a shop, instead of + damage, I could buy a + attack speed. Not perfect, but good enough to waste an hour of my time (so far).
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Great concept! I would like to see a bit more interaction...the monster battles could all be quick-time events, so the player could feel like they have a bit more control over the outcome. Can't wait for the sequel!
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Too much luck involved. I have gotten easily to day 10 and I have been stopped by day 5 all based on luck. You have to be able to get the dollars by day 5-6 or you are toast, can't beat a dragon without a mighty sword right before it.....
Too random, too difficult. I want a game to be win-able
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I'd like to agree with some people before me: Level up should give an in game reward, and stress that either way it should NOT give a straight up bonus to your score.
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the randomness, while nice, is the reason we can lose at any moment. That is why this game is too luck based. We need something for the player to do other than sit idlely by and hope we get lucky
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Seeing that the Knight DOES get a chance to hit twice if she's lucky, I have a much more pressing concern: why is the counterpart to Odin's Armour an oversized knife and not Gungnir? :P
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Definately way too random. had 20 Sward shops in a row, got to first monster and it hit me until I was dead with out me attacking once.
You could have a good game but as it is it's unplayable.
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Suggestions for Trigger Knight 2:
- 6 adventures to choose from with different difficulties.
- Higher levels make monsters drop more gold
- Monsters drop different colour gems that permanently increase stats (str, dex etc.). Monsters on higher levels drop a lot more gems so tactically worth jumping ahead sometimes to kill a few high level monsters.
- Achievements (especially defeating end of level bosses) lead to increases in starting health and starting equipment.
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This is a fun game but it would definitely be an improvement to add stats or starting money increase per level. Overall, it is a fun game and has amazing music. 4/5.
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At first I thought the lifespan meter and soulshrines were stupid, then I saw the day count and realized this poor girl has been running continually for over a week with no food or sleep and only a couple of potions for sustenance, of COURSE she's about to die of exhaustion. Someone get her to the magical heals-mortal-wounds RPG inn for some rest! ;.;
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Very cool concept, but based way too much on luck and having nothing to do with skill. Still keeping it simple, but giving more player control would be much better.
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I'm sure almost everyone has said something to this effect, but could you make leveling up do more than increase your score multiplier (increase in starting gold, higher hp, etc.)?
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Enemy seems to double attack WAY too often, it can get kind of annoying. Other than that great game, keep it up! Cant wait till your next game.
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I promise you, I PROMISE YOU, if you would have seen the run I was just given you would fix your game. Wolves get to attack me 4 times to my 1 and I have only had the opportunity to upgrade my armor once? Dude...
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Not enough potions at all. (Gold vouchers make the drop look +1000 gold so you get a profit of 500, dunno if thats worth it)
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Fights are to random would be way better if you made it "hit for hit" not "pray so you hit more times than enemy does"
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It is a bit misleading to have Armor raise maximum health rather than reduce damage outright. It accomplishes similar things, but gameplay decisions need to be affected by players in predictable manners. Also, the lack of tangible stat improvement places the game in a skill based genre rather than the RPG genre. The learning curve is traversed by learning how to determine when to make purchases, as opposed to simple grinding.
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Protip 16: This game does not suck... Yeaaaah wrong. There is no hope of advancement no matter how much you play it. That alone makes this game suck -.-
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...This game is luck based instant -3
I only get to choose how I die, from the next monster because my hp is low or from life span depletion because I can only afford to buy one them so I'm dead either way.
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Would be nice to choose from better weapon, gold or armor to start with when getting a new level or every 5 or 10 just make it worth something and let the player now that there is something to gain from playing longer. Then it would feel like progress, now its too much like grinding for nothing, ponts isnt worth anything for the gamefeeling if you just get more and more by playing it longer without getting anything for it. On the other hand its a nice concept.
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Gotta love how every single enemy gets 2 attacks in for every one of mine. Not very fun when it's those dogs that hit hard and die fast, but not fast enough if theyre hitting me twice.
Just about 4/5, actually 3.8/5
It has some issues that need to be seen to before I will rate it higher. Because you have already stated that this is an experiment, I won't rate it untill I see what happens in a future update.