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you know nerdook should make a secret passage hallway or somthing imagine
an adventurer is at an dead end how does he get to the exit a secret passage or any kind
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You can use the random movement to an advantage... For the dragon fight, open up most of the tiles and equip a few health/tile items. That way your heroes will get a chance to heal between fighting the dragon.
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the secret is to create a large dungeon on last level (remember two things: they regenerate while walking and that they donn't need to engage the dragon :) )
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Awesome games brewed from the nerdook lab as always.
The only negative thing that I found was the difficulty of the boss.
I played this game for the first time and got the Platinum badge (beat within 25 days) and lost only 1 character throughout the boss fight.
I found it to be on the easy side of the spectrum.
If you found it too easy press the "+" sign.
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My crack team of killers were fighting the dragon on the 22nd day and knocked it down to 1700 life before falling. Unfazed, i stopped the day and immediately sent them in to finish the deal only to find them at level 0?!
I was left with a level 11 cleric and an 8 warrior so i loaded the cleric down with -damage items and prayed that his gods watch over him. On day 25 he bravely fought the dragon alone and through virtue of RNG gods he fought, escaped, healed, and returned to smite the lizard. Mission accomplished and achievement unlocked!
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I think this game is a GREAT start with a really novel concept. But it needs a ton of refining and polish. I am a big fan of Nerdook games, but this one has 2 MAJOR problems: 1) Too Confusing - The "tutorial" bubbles or "tips" do NOT explain the game clearly or completely. 2) Too Random - Maybe I am still confused on the rules, but I have played for 30 minutes (way more than the average click-to-try-it player, and I cannot understand it still. Identify the prime strategies more clearly and sooner so we know how to play, and try to reduce the randomness. Keep up the good work guys, but this game is not yet up to the standards you have set.
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Game is too bloody random. My personal favorite is how a random half of the party picks a random level every day to spawn on. It's also cool how adventurers are randomly generated in a random order, and they stay in that order, so if it's innefective, too bad. As is the game doesn't hold my interest because I have no control over anything and don't really feel like I'm accomplishing anything each level.
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Fun game, but one thing if you are going for any sort of rating, only the first 3 adventurers are useful. The other 4 just can't advance quickly enough.
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Ahh nerdook, already looking foward to playing as a weird character that looks like it could of been in a retro 8 bit game while apparently being in a dungeon of sorts. All your games are sick dude.... but have you ever considered changing your art style a bit at least for characters?
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The adventurer pathfinding is poor if you give them an environment in which they have to go in anything but a straight line. Sometimes I got stuck making a 2x2 or 2x3 room for various reasons, and I had adventurers going around in huge circles, constantly going back, grabbing coins, and repeating the process. I think the biggest content suggestions I could make for you would be that if you're going to make the rogue vital in disarming traps, make it possible for me to get him out in front by anything other than the purest of chances. Maybe an option to ignore chests? Party lineup mode? Nothing's worse than him hanging at the back because he snagged a 5g item and watching my wizards get beat to crap by traps.
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Suggestions:
1. don't replace higher level items with lower level items. I hate seeing a 150g thing drop off for a 5g thing.
2. Let me specify if I want some guys to sit/go
3. I wish I coudl get it on day 25. 4 times day 26.
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The only thing that annoys me is that heroes randomly go backwards sometimes, often after battles or just walk across squares where there have been battles.
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There's a bug, where some of my heroes will spawn on a floor other than floor 1, and then they'll end up 2-5 floors ahead of everyone else and die.... XD
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There needs to be a system in place so the AI recognizes when it's already gone down the same path, the whole "adventurers prefer straight paths" is complete garbage, more often then not they will turn corners and wind up doing the exact same path 30+ times before they figure things out. 3/5
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I don't get it. My guys are already level 3, and i have bought up to the 6th floor, and lined all of the tiles up, yet when they reach the exit of floor one, they go back to the outside
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4* on this one. Not because I found it fun (I'd be giving it a 2 or 3 for that), but because this is a solid original concept.
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Good game overall, but the pathfinding is super frustrating >< 4/5 though, killed a couple of hours with it :) wish it was longer though, just as your guys are getting amazing, you have to start over :(
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Awesome game. Ending song is of the same caliber as the on on http://www.kongregate.com/games/Mazapan/you-have-to-burn-the-rope . And that says a lot lol. I'm gonna find a way to get this ending song as a ring-tone now...
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People keep complaining about the adventurers bouncing around in dead ends. What really annoys me is when they keep picking up gold, then turning around to get more, then coming back for even more. Greedy little ....