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The game needs more info about what means what. What does leveling up do? What are the skills and servants behind the ???? marks? When do they become available? Should I worry about activating them or just hack/slash?
I'd enjoy this much more if I knew what was going on.
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Good premise. An enemy health bar would be a good idea. Also, some way of not dying if you choose the wrong things to buy/run out of potions would be a good thing. The enemy difficulty curve is a bit steep.
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I CANT BEAT THIS DAMN DRAGON BOSS. He does attacks that do 8 times your maximum health to multiple members. I cant seem to beat him. My fierce attack that's maxed and does double fierce attack does shit for dmg to him. I give up.
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I like this game. It's a bit hard to quantify how powerful I am because the numbers are so big! I recommend smaller numbers... level 3 and doing 10k is a bit much! There are some other UI enhacements that could use work. A save button on the map screen would be good.
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may i ask how to get the remaining 2 characters? i guess i finished the game by coompleting 2 red cave and got the "maximum stats to all characters" but still have no idea on how to unlock the remaining 2 characters
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I'm really enjoying this game. Far more in depth than the usual game. TONS of items, lots of enemies. Bit of a learning curve for the first 2-3 battles, but worth the time
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nice game concept is there but it needs alot of things for example: easier enemies,better tutorial and health bar + a scan skill/scroll or something to see whats its weakness can be if you get those thing done it will be a 4,5/5 really
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The UI is an utterly confusing and cluttered, inefficient nightmare, and the battle pacing can easily get you killed if you're not fast enough. An auto-pause when one of the bars fills would be greatly appreciated.
Some interesting ideas, but still needs work.
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XDXD "obtain llife" hahaha. ui needs a lot of tweaking, Game over on death needs to be an unlockable or you need to make the game easier or with seperate difficulty levels. overall for a rough draft its not that bad but playtesting is greatly needed. :3 i wont rate it until it is done. but ill favorite it
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Terrible mechanics. The tutorial doesn't even cover combat, but even if it did it would just make it obvious how terrible the mechanics are more quickly. Real time is fine, but pause the battle when a characters turn fills. Impossible to tell if there's any real strategy, I'm too bust trying to click anything before the enemy attacks and I waste precious time.
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Try it Counterman1234 , im rly enjoying it ! those who find it too hard just dont know enough about this kind of rpg's . where grinding at the right places is the key to make it easy . maybe even too easy .. but im not too far in atm , cant say for sure .
sure it need some more work but eh .. its rly a fine game
4/5 <--
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It really needs some modifications , for example a swich between turn based and action point based style, because there are some gamers that want make strategies, not only hack'n'slash.. Personally I prefer turn based RPG-s than action point based.. Overally I give a 3,4 out of 5 now.. Good, but not enough.
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great concept, I haven't gotten past the first fighting area because i didn't know if i should use a health potion on the overview screen, if you could make that, also once i first got in the overview screen there was a HUGE lagspike, i'm unsure if it was my computer derping or it was the game though. 3/5
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interface is overcomplicated and hard to use, interface fonts are ugly(hard to read), needs autosaving when saving is possible(most flash players will assume every game autosaves), and need auto-pause when it's my turn to do something, since it takes thoughtful decisions to win.
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It seems to have the foundations of an interesting rpg (equip/spell, servant and command loadout, some commands looked potentially interesting, etc) but the RTB system doesn't fit. Here is a script of any fight i've encountered so far: mobs: attack. repeat. Boss: steal from boss. attack. repeat. Items are best used between battles, there is hardly ever a situation you want to do anything but attack/fiercy attack. Slightly scaled down damage and a turn based system a la FF X, Tactics Ogre, or even Stella Deus would suit the game better, and actually allow for tactical decisions. Not fun as it is, but i'll give it another look later.
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Game over on fight 4/4 of the first batch, during the tutorial, does not a good game make. There is no context for anything thats happening and the player seems to be only distantly involved in the game. Between fight 1/4 and 2/4 my characters went from doing low three digit amounts of damage to doing mid four digit amounts, without any obvious change or level up. Other games have done something similar in the combat system to this game, but there is a reason why a lot of those give the player a pause when one of the party is ready to have their turn. Can't say much about the items as I didn't get to them, what with dying during the tutorial.
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shitty game. tutorial doesin't even cover combat. i had to figure out what everything did myself what's the point of losing all your progress if you can just save pick one. terribad barebones game that makes me sick. especially since money is no issue if you steal the item off the first boss.
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Pretty sad when people have become so used to shitty casual games they cry over getting a game over when they lose. Not saying this is a good game though, just that being punished for losing is not a con.
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Wow. This is utterly pointless. Horrible game. Work on at least a basic kind of scenario. As it is, we're just two story-less antropomorphic animals thrown in in the middle of... What exactly are win thrown in the middle of?
Also, the mechanics are horrible and everything in this feel un-involving.
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The enemies shouldn't be able to attack while one of your fighters would be able to... especially in the beginning it's kinda confusing what to click when you have to do it so fast. And the damage on both sides is WAY too overpowered. In the first fights I only needed one simple attack then they were dead - but almost the same for my fighters, so please re-balance that!
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I see potential for a decent game... But this game needs a lot of polish. The map music needs to be remixed or changed for something more evocative of adventure. The text is grammatically strange. The combat engine looks like it works okay, but it needs balancing. Having the game end when you die in an RPG game hasn't been popular since Moraff's World: it's not exactly wrong, but it's probably not going to be well received.
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nice idea, needs a ton of polish. health bars, autosave, more streamlined progression instead of massive difficulty spikes. went from bulldozing all battles in 1 hit to being 1 shot and being able to hit them.
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Good start to a game but overly complicated menus, stats, items, characters make for a lot of diversity but none of them are done well. As others have said it needs enemy health bars, more save options, less of a difficulty ramp, there is delays that are costly when you select to attack and your target then your character sits and waits for no apparent reason before attacking often leaving plenty of time for the enemies to get multiple attacks off. Losing on battle 6/6 because you didnt stock enough herbs which only heal 400 hp which is 1/10 or less of your actual HP and then having to start completely over made me stop playing personally. Keep working on it and eventually it will be a great game. Good luck.