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200 health left and no elixirs left? Don't worry you can do this... 3 enemies and a life shrine? FFFFFFFFFUUUUUUUUUUUUUUUUUU
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I think you should added some check that there would be at least 1 Divine Edge store between dragon. It's impossible to beat 2 dragon with no Divine Edge store in between them even when you have upgraded everything to the max and have Elixir on.
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why do the goblin do 400 damage to my full plate armor and wolfs do 400 to my chainmail armor but the golem does 200 damage to both you would think a golem would do more damage then a goblin and wolf
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Basic strategy: save up 500g for the ticket (spending 0g at least the first two days) and make sure you use the beginning elixir before buying the ticket. Save 500g from when you use the ticket and repeat. If you don't get a ticket by about day 4, you are probably not getting past day 7. My best run occurred when I was able to get a ticket early and then buy three wep upgrades in a row for the same price.
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The only thing I can request is twofold. Armor Shops and Weapon Shops should either be taken out of the RNG, or replaced with other shops once you have full upgrades. If Armor shops are kept, they should retain the HPRecover property and if Weapon Shops are kept they should have a Divine Blade purchase. Nothing makes me more sad than killing a dragon then running into 2-3 Sword/Wep shops in a row only to find another dragon.
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Maybe different character with different stats could be nice. One would have more attack, another more lifespan or more money earned. it was already said, but level up bonus would be awesome ! bonus from the achievements would be great as well. :)
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So much potential this game has. it seems very addictive and fun to play,but sadly there are some things that would make it even better like lvl up gives small stat bonuses and by simply more stuff. or maybe it should have upgrade system. (every lvl up gives you upgrade point to spend on somekind special power) I'll have to give only 4/5,but I bet sequel of this game gets full 5/5! ^^
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Sometimes runs are extremely frustrating because you see your health slowly decreasing, but not once does your character pass a battle help building (divine edge, elixir), so you can do nothing about it.
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Yeah, I mean the game looks pretty and all but it's really not that in depth or mind blowing as a lot of people seem to think. Not really a fan.
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Okay, one last comment before I finally force myself to stop playing this crazy addictive game - The music is absolutely brilliant, far better than what I hear in most console games, and way above the usual standard for flash games. You're really on to something with this series, keep it up! A sequel with the same core mechanic, tighter balance and graphics taken up to a whole new level of polish would be a huge hit. Can see this working well as a mobile game, too, the 1-button nature of it would suit that platform very well. 5/5 :)
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Very addicting game, 5/5 :D. But, it would be kinda nice if you could add an Exp bar while your doing the runs, so you know how close you are.
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Im sorry but for me this game was a horrible disapointement. How you always start from same nothing is annoying, how you never get anything when you level up is equally as annoying.
Was there a plan to keep people coming back after the initial testing? If so I seem to have missed it completely. After my first testing up to lvl 4 I decided to stop wasting my time.
Im sorry but for the sequel you mentioned please do upgrade the concept to reward for playing it.
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this might be a lot to ask but why not have classes?
would give more options for you to develop on.
Also would be cool for her to run into a rival or another player :)
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the game was a little annoying but when i died and saw this : "Protip #01 People die if they are killed." i changed my mind :D 5/5
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You should be able to buy armor to heal all of your health once you get to max. Right now, you really don't have really many ways to heal at that point.
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From what I've seen it's innovative. While sitting back and watching your character do all the fighting sounds boring, the way it's pulled off it means less active grinding and more time to enjoy the action. However, It does get repetitive after a while. That's not because of the games play style or even the innovative way of play style. ALL games, after a while, get repetitive. What would be cool? A storyline. While that sounds like something that would be difficult, there are some interesting ways to do so. Perhaps a map screen to visit quest locations, as well as different locations to complete objectives. It opens up more of a reason for WHY you are running through and open field striking down monsters. It would also open up different backgrounds and monsters (one level could be open fields, the next a giant castle, the next a cave, etc). I REALLY hope to see this game transformed from an innovative mini game into an interesting and dynamic RPG.
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They should add an attack button and a defence button so it would be more interactive : )
This game does have great potential but killing the dragon without divine edge is stupid
... 5/5 so they will make a sequel or change it a bit.
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It will be good if every level give a attribute point to put into. Example, increase attack, increase health, increase starting money, reduce the soul output (live longer), extra item slot, reduce cost of upgrading. Each with their own individual cost.
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Very nice game. But it's depend a little too much on luck. I just get 3 armor shop on a row... You should do something for we don't see 2 times the same shop on a row. That would make us win all some lifespan. Otherwise, nice concept, i love it.
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I love the simplicity of the game but I think it needs just a tad more to make it feel like a little more than a mini-game, and that would be something to give a more steady sense of progress over repeated plays than just a score multiplier (something which actually affects the gameplay). I also feel like I'm at the mercy of the RNG (hint: for those who want to make it past day 10 and defeat the dragon, saving up enough gold for voucher stores and being lucky enough to get them at the right times makes all the difference). It would be nice if the game tried to do something to ensure a more even distribution of things like voucher stores: just even a check to make sure the same thing is not repeated twice in a row might help a lot.
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Alright. I'm confused. is there ANY way to improve your stats, items, or make the game any easier on new runs? Or are you constantly trying to get every achivement, hope you get lucky and use new strategies? I'm up to a X10 muliplayer and I'm not seeing any change in difficulty.
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I think the game concept of 'making decisions' would be more satisfying if we understood what was going on. What do the days do? What causes upgrades to change in price? How does the frequency of the shrines scale?
Currently I feel like most of my decisions are totally blind, which robs them of the potential engagement.
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Something needs to be rebalanced, I think, between enemies making multiple attacks and lifespan counting down while in combat. If enemies making multiple consecutive attacks is an effect of your current weapon, it would be nice to know information about that to be able to make an informed decision. If not, then one or the other should change, imo, either enemies make a single attack (and maybe rarely an extra) or the lifespan timer slowed or paused while in combat. There's just something about watching an enemy chain together 8 attacks while you're on the last dregs of your lifespan that isn't fun. I do really like the simplicity of your experiment though, and think your sequel could be great with a few balancing tweaks so that making progress is less like trying to win the lottery, and more about players making the correct informed decisions.
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I see this as the ground work for yet another sub category for online browser gaming. I just hope the next reincarnations of this game include A: useful protips B: better upgrades (and visible upgrades) and finally C: a sense of accomplishment when you level up.
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Protip: Protips should contain useful information about the game, such as tips and hints for overcoming common obstacles, not to talk about how useful protips are or how many of them are in the game.
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Oh sorry guys here is the corrected version: Erm...so here is what I had in mind since then: 1.)Make Battle Classes such as Reaper,Rogue,Warrior,Mage,Ranger and Gunslinger,Should Have Different Bonuses and Attacks, 2.)Species such as Human (Starts out with more gold),Kaioshin (God or Goddess),Saiyans (Extra Damage and can fight even if unarmed),Shenron (Dragon But Saiyan appearance and saiyan blood running through the veins,and is gentle and kind,but has the advantages of a saiyan)P.S. Allow mixing to create half breeds and saiyans look like human but have scouters to scan their enemies 3.)Creating parties,the more the merrier! 4.)Never let players not having a Soulshrine and a Pharmacist after each battles 5.)Add Experiences Ex.:His friend died,if his ally is gonna die taking a hit, he'll sacrifice his life Ex.: He has no family,he is more determined Ex.:Noble,has more starting money 6.)Thief enemies,they take your weapon only if you are saiyan + if you like these ideas 3.)
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Oh sorry guys her is the corrected version:
Erm...so here is what I had in mind since then: 1.)Make Battle Classes such as Reaper,Rogue,Warrior,Mage,Ranger and Gunslinger,Should Have Different Bonuses and Attacks, 2.)Species such as Human (Starts out with more gold),Kaioshin (God or Goddess),Saiyans (Extra Damage and can fight even if unarmed),Shenron (Dragon But Saiyan appearance and saiyan blood running through the veins,and is gentle and kind,but has the advantages of a saiyan)P.S. Allow mixing to create half breeds and saiyans look like human but have scouters to scan their enemies 3.)Creating parties,the more the merrier! 4.)Never let players not having a Soulshrine and a Pharmacist after each battles 5.)Add Experiences Ex.:His friend died,if his ally is gonna die taking a hit, he'll sacrifice his life Ex.: He has no family,he is more determined Ex.:Noble,has more starting money 6.)Thief enemies,they take your weapon only if you are saiyan + if you like these ideas 3.)
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Erm...so her is what I had in mind since then:
1.)Make Battle Classes such as Reaper,Rogue,Warrior,Mage,Ranger and Gunslinger,Should Have Different Bonuses and Attacks,
2.)Species such as Human (Starts out with more gold),Kaioshin (God or Goddess),Saiyans (Extra Damage and can fight even if unarmed),Shenron (Dragon But Saiyan appearance and saiyan blood running through the veins,and is gentle and kind,but has the advantages of a saiyan)P.S. Allow mixing to create half breeds and saiyans look like human but have scouters to scan their enemies
3.)Creating parties,the more the merrier!
4.)Never let players not having a Soulshrine and a Pharmacist after each battles
5.)Add Experiences Ex.:His friend,if his ally is gonna die taking a hit, he'll sacrifice his life Ex.:
He has no family,he is more determined Ex.:Noble,has more starting money
6.)Thief enemies,they take your weapon only if you are saiyan
+ if you like these ideas
3.)
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i rather have a "50/50 on who hits first then alternate" instead of "me getting bitch slapped 7 times while i hit you 3 times"
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Pretty fun time killer. If people said there should be bonuses for level ups and ability to increase attack speed, include me to those!
Make a mobile version already, btw
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This game is stupid addictive. It surely has room for improvement but as far as a initial offering goes consider me impressed. I would suggest that you give some in game bonus besides a higher score (5/10 additional starting gold per level seems fair) for advancing in levels. Also maybe add visual changes to the character as you buy upgrades to gear. 4/5 stars well done!