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v1.2 added! Note that we're still trying on what formula will be the "equilibrium" is, so please tell us your thought.
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Yay a Gold Voucher. *purchases*, i'll use it on the next monster =D...... DRAGON... 1 hit K.O 0_o
4/5 although addictive, I think it provides too little gold without the voucher.
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A little more control would be nice. Like using Elixir out of battle. It can be hard to make the choice to use it if all the shops you can see are non-armor and you need HP, but can only afford one upgrade. Also, seeing a different icon for dragons could be handy since they have to be killed special.
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Not for nothing, but its obvious there is ALOT more demand for some balancing than there is for the BGM. The game is good, it just needs a little something more to put over the top. Either more gold to start the game off as you level up. A higher return of gold per enemy kill. Perhaps a way to upgrade your characters speed. A combination of these. Something. The BGM is nice though. lol
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you should get info about the differend events when you scroll over it, i cant read the info in the 5 secs it fly's by and dicide if i want to click + if you agree
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i would love to see improvement this game is actullay pretty good keep up the good work just hope soon enough my charater is not a dummy that keeps getting hit
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Protip #16, this game doesn't suck... wrong.
This game sucks for one reason only. Soulshrines cost gold, and the game doesn't tell you this upfront.
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Totally agree with lots of you... it´s WAY too random.
One fight you crit 2 attacks in a row and win without taking damage.. the next you just stand there and let the enemies whack you 2-3 times without doing anything. Monsters have faster attack speed so you can only hit if they stand still which is silly. Also the Divine Edge is the only way to kill dragons(even with fully upgraded weapon, armor + potion you die) and it´s not 100% sure you will find one. What´s the point in this? It´s a good idea for a game and the graphics are nice without lag/delay, but the game itself is far from perfected.
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Ok Shorter summary of what i like and dislike: Pros: Good music, good game, nice animation, great idea, easy to play, the anime girl looks nice. Cons: Bad luck, enemies level up EACH DAY!? Dragon almost impossible, you can only store 1 item, hard to gain money, anime girl has a life of torture (imagine running and killing monsters knowing you could die any day ALL THE TIME)
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I started by giving this game a 4/5 but as i am playing i tend to get more frustrated due to the possible updates that are mentioned by other players but are not implemented .. so i reduced the rating to a 3/5 and then to a 2/5 ..better stop playing or there won't be any stars left
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this game is a perfect testament that simplicity can produce amazing gameplay, different classes, skills, event modifiers/quests would make this super awesome
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It is a good game, it's pretty fun to play, however sometimes as several people have complained it is unplayable.
The primary reason for this is as numerous people have stated the random luck generator in this is pretty bad, An example of this would be To start with I had 4 soulshrines in a row and then none at all after that and so went from 100% lifespan to 0 without seeing one.
That would be the main reason why you don't have a 4* + rating , though personally I rated it 5 as its an addictive way to waste time.
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Not really a playable game. 5 lifespan shrines in a row at the very start, then basically 20 armor shrines in a row? 1/5
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I can understand why this game is getting a lot of praise but I find a lot of the randomness of this game to just be annoying. I love going past armorers 3 times in a row when I have no money. I guess this game is just not for me 2/5
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I really enjoy the game but you know, maybe you should add bonuses for leveling or tinsy bit more player interaction.
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Love the game. Only one complaint so far, and it only happened once, but I used an elixir once and it literally did nothing. Like I said, only happened once. Cheers :)
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The only thing I wish here is for buildings to have different sprites, so I could distinguish their purpose by their appearance.
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you got so many things right and yet so many things wrong... A like this is not fun if there is no sense of progression. Relying 90% on the RNG is not a good game.
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I am running forward, killing golems x5 my size, and trolls, having good armor and wep... oh, what a cute doggy... start killing him... OH SH*T!!!! *game over*
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the amount of money per kill should be higher, I fight 3 things one after another and still not enough money to buy lifespan thing
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A. 20% reduction in Armor Upgrade costs.
B. 2% health regained after every fight.
Just for a random example.
3. More boss fights. From what I'm reading supposedly the Dragon counts as this; however I haven't personally reached him yet. It would be nice to have some unique boss encounters after every couple of days in order to mix things up.
4. Achievements = Starting Upgrades.
To put a spin on previous suggestions; a good way to encourage people to play the game multiple times while getting a sense of progression is to tie a set of "starter" upgrades to in game achievements. For example:
Achievement Obtained- Survived 3 Days: +100 HP (Adding to the HP pool permanently.)
Achievement Obtained- Killed the First Boss: +20 Attack
Allowing for some basic power ups to help counter the tendency for the game to sometimes screw you over with its random generation, and yet providing some harder challenges for better stat upgrades. Like maybe "Survive 5 Days without Healing: +1000 HP".
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Here are my suggestions for the sequel (since it seems you have on in the works):
1. Multiple Characters/Hidden Characters- This allows for different gameplay styles and replayability. Take the current Knight Girl you have for example, allow her to start off with a heavier sword and armor but keep her current attack speed (she seems to take anywhere from 2-3 hits before getting one in of her own at higher level encounters). Then you can have like a Thief/Dancer style character with lighter weapons/armor that actually gets in attacks more often at the expense of durability, ect.
2. In Game Leveling, with Path Options: Players love being able to customize. Even if you include just a basic tri-stat system (Attack Power, Defense, Speed) it would allow players to design the character they would like to have. Depending on how far you want to elaborate this could include unique leveling options too. Like for example:
You have Reached Level 5! Choose your upgrade:
(cont)
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OMG!?!?! Getting to the dragon two times without seeing a divine edge... unreal... There are times I am rolling real good and will get rocked by the coyote for 3 hits in a row for 700 damage each or run out of life span because I can't afford it... I've tried tons of strats I can think of: 1) holding that first elixer as long as I can in hopes of getting the gold ticket early 2)holding that first elixer and mainly upgrading weapons until I am forced to use it 3) holding that first elixer and upgrading armour so that first heal will be very significant 4) balancing my weapon and armour upgrades..... my best runs happen when I get lucky with the gold ticket, but that is few and far between and not a viable strategy unless I had 50 hours to devote to this game. The RNG is wack. 5/5 could have been possible... so much potential...