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The game makes no sense to me, it has contradicting goals, in one hand, you help to build a dungeon full of traps and other deadly things, and in the other hand you don´t want the heroes killed... recipe for a very mediocre dungeon builder...
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monsters, potions, etc should NOT be set as waypoints - in a perfectly linear dungeon heroes hit a monster corpse, turn around, and run back towards the entrance... for 20 minutes straight. argh!
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Or, make a very large thin loop on level 15 that passes through both the blue portal and the dragon. Heroes will pass through the Dragon and beat him up a while, then bail out when they fall below half hit points. About to win on Day 20 using that strategy, despite some terribly shaped early levels (four monsters/traps in a block that force my party to wander every which way rather than stay focused).
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One thing i hate about nerdook games is they are all the same, all of them have recycled graphics and the musics, the only one that was hillarious: the first one
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also, raid should really run around *together*. what ends up happening most of the time is that one guy runs way ahead (while the others take a different fork in the road), kills all the high-level monsters, ends up getting to level 14, and the others end up with nothing to kill and never level up high enough to actually reach the dragon within any reasonable amount of time...
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why can't i "lock" equipment in dungeon mode? random replacement of stuff i actually need = annoying! and worse when i have an empty slot (dumped a useless item) and a non-empty slot keeps getting replaced...
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I like the new updates with the gold coins controlling the heroes' directions, but for gods sake, when you sell a block that you placed, give us back the full money. I hate the hell out of any game that, if you buy something by mistake, you get way less money back when you sell it back -.-
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damn it i wasted like 6 days because i thought the message that said, "warning, NO GOLD COINS on this floor, adventurers WILL NOT proceed to the next level" meant that i shouldnt put gold coins there. >:(
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Thier should be a evolution system like in one of your past games Nerdock. When mages could turn into flame ice or thunder. And swordsman could become beserkers assassins and thunderbreakers.
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The main reason I don't 5/5 this game is because it seems my adventurers are more attracted to traps than money. therefore 4/5
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On all those who don't like adventurers boucing : an excellent strategy to kill the dragon is to leave a large open space around him. your random bouncing adventurers will (oddly?) have a preference for the left bottom corner where they regenerate a bit before random bouncing ( and some well placed gold coins) bring them to fight again.
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The point I liked best was that at first you look at the your adventurers as gold bags but later you have to care about them (to kill the dragon.) Because when it says you play the dungeon, you're against the dragon not the adventurers!
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I can only get the dumb adventurers to stay in the first floor of the dungeon I don't know how to get them to stop going to floor 0
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found a glitch: if you build tiles until you're out of money then refresh the page, you'll have your money back and the tiles will be there.
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Game is nice, sure, but the music is a pain... please find something else for your next game, you can do better than this nerdook! ;)
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I think this game has potential, but I want more interactivity...I kept watching the rogue just behind the cleric, who became the trap b*tch...I wanted to pick up the cleric and go 'hey, moron, you go SECOND, behind the guy who can disarm the traps'. Perhaps if I could give them a potion or click to stop and start them going again, that would be cool...as it was, I was just watching the game go, and making tiles. That was about it.
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People who can't figure out how to get to the next floor: If the heroes reach the exit without getting any gold coins, they exit the dungeon. If they run into gold coins, they go to the next floor.