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Oh, and Curse/Paralysis is the best thing ever. Magic Affinity makes them very cheap for a pair of devastating debuffs - remember, a paralysed target is essentially a meatshield between you and the rest of the world.
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Two easy campaign playthroughs later: Swarms are fairly manageable with AOE attacks; Warrior/5 Swipe is especially good for this. Since everything blocks LOS, you can hide from ranged attacks behind other enemies, but generally I've found it easier to just keep my defense high enough that I almost never get hit anyway. Defense buffs are very useful - I generally play with about 3-5 of them up at all times.
Run 1 was Warrior5>Knight5>Rogue5>Ranger5, and Ranger is excellent. Run 2 was me cataloguing all of the sub-classes, so 5 each in the base classes, though I went to Mage/10 and Battlemage/5 before I finished. Battlemage is underwhelming - 2 is a nice passive and 3-4 are okay situationally, but it's not really worth the XP.
Mostly, I find the biggest issue with the game is the limited size of the playfield - you can't zoom out the map, and a few of the UI elements are still too small - one of the spell descriptions doesn't fit even at 1x. Forget which one.
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New version uploaded !
New Features
- Add settings to disabled initial Auto-XP configuration
- Health/Fatigue Potion no longer usable if you are full of life/fatigue
- Skip button for introduction/conclusion
- Difficulty is now saved for next play
Balancing
- Cave should contains less wide area
- Swamp contains less water, and water should be more scattered
Bugfixes
- Add flying to Divine Avatar
- Pathfinder sometime not skiping known traps (should only happen when no other path is possible)
- Pathfinder sometime was stuck between two positions
- Some powers weren't checking immunities
- Tooltip correction for ironbody
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Max ENERGY should increase with the more INT you have. That would help balance squishy mages that need to teleport away from mobs.
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I kinda REALLY don't like how the first part of the game is ezpz and then in the last two zones level it randomly gets super hard and my spells just aren't consistent enough in terms of the damage they actually do. Like, this is supposed to be easy difficulty, right? I have to debuff the enemies up the wazoo just to keep any summons I have alive and suddenly I go from being seemingly invulnerable to enemy fire to getting hit every single time. That kind of ramp up just isn't fun.
The more you advance, the more you need to hit in the opponents' weakness. In easy, a mono strategy may work longer, but you have to diversify a little for the end
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The depth of customization shows a /very/ interesting game that is somewhat marred by a little bit of an issue in monster balancing.
Elf Summoner is probably a new player's best bet to beating the game, just be warned that each tick of a turn is going to take ages to process and moving around will be frustrating. Nothing else I've built comes close to it, mainly because it counters a swarm with a swarm. Build Mage->Summoner->Priest->Necromancer. Flood with Skeletons backed up with Wisps and the occasional elemental. The ability to have 4 different elemental summoning spells would improve the playability of that by a lot.
Don't go to Monster Lairs with a summon strategy. The boss hydra will rapidly gain heads from summons and rip them to shreds.
Best tip I guess would be- Mobility - Have a way to get /out/ of being surrounded. Charge, Teleport, whatever works. Teleport will save you a lot of trouble.
My testers made perfect victory with all the 4 starting classes. ANd for the hydra, the best is a fire branded slashing weapon. It reduces the number of heads
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There's a substantial problem with swarming all throughout the game, combined with ranged attacks.
No matter what build I've done, any open area is immediately lethal, especially swamps, where I've never lived for more than a few turns.
Making the mobs have less potent, less-ranged ranged attacks would go a long way towards playability. As is, one just gets /piled/ on immediately. Going defense mitigates the damage and lets you keep your health high and then you cannot kill the swarm fast enough to be chipped down. Going offense leads to being quickly murdered by ranged attacks before you can get to them. Trying to use choke points fails when some of the ranged units are stationary and all the hearts cannot be picked up due to, again, a swarm of units.
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I dunno... kind of seems like half a rogue-like game with more of just slow story progression having to start levels over instead of the entire journey. It would be nice for the screen not to auto-focus on my character right after I cast a spell. really annoying having to drag the screen after each attack when trying to kill a far away enemy. There's no defining thing about this game that stands out to me. Favorite part might be the class-leveling system?
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Having stats I can't see anywhere is killing me xD I get physical resistance from a belt, but it shows nowhere. Armor absorb isn't a value I can find, modified attack or run speeds, stuff like that.
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I'd still like that option to start without auto level on somewhere, and if we could press a skill and use enter instead of and as well as A that'd be nice. Maybe it's just me, but I tend to try to use enter on my numpad a lot when in skill targeting.
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Good game. One thing though, change the order of death & battle effects. "XXX dies!" should not proceed "XXX is poisoned" and "XXX is no longer poisoned".
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Sometimes levels (particularly the swamps) spawn with no method of victory. After obtaining the quest objective there is still no down staircase anywhere on the map, and using the up staircase results in 'defeat'. Maybe I'm missing something
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The number of ranged units on some floors is ridiculous. Walk around a corner and get shot at 4-6 times and occasionally something to stun gives very little chance to succeed.
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Nope summoning is not cool. At high levels the most serious problem is difficulty to hitting some monsters (obsidian skeletons, for example), so if you're aiming at no deaths run or deeper levels of towe of chaos - best way is to go mage(10)cleric(6)Inq(5), or even better - rogue(5)Archer(5)mage(5)ArcaneArcher(...) with heavy dip in accuracy boosting skills. Otherwise bats will get you. They will! Beware of bats.
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1. Black bears are just too tough for a 2nd dungeon...
2. There are just too many ranged monsters... Life just depletes too fast...
3. Is there a way to save the prisioners??? I couldn't get out of the 3rd dungeon, the demon was relleased and came after me...
It is a very good game, however, the difficulty setting to easy is just hard enough because of the ranged monsters and the VERY tough monsters that appear...
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I like this game. It would be nice if there was some sort of long term progression between campaigns, eg you get 10% of your end xp as a starting bonus or something. Also, please default auto distribute to off.
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Summoning is incredible powerful. They tank, block line of vision *no ranged attack*, can be summoned from cover.
Strategy spam summon elemental, rest while they kill everything. repeat. Profit!
- Start off as an elf mage. *turn auto upgrade off!!*
- kill your two first enemies with magic missile, and upgrade conjuration two time to get familiar.
- Use to familiar + missile to finish 1. dungeon.
- Beeline for level 6 conjuration and spam elementals for the win.
(They are all good, but I found fire elementals be able to deal with heavy armoured enemies by burn damage)
/ if you want you can add summoner un top *5 level mage, unlocks*
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I'm not really liking how I can enter a floor and immediately lose half my health because everything gets a ranged attack. Roguelikes are supposed to present fair challenges - this goes way beyond that.
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Upon activating the slow target ability, I ended up unable to attack anything (I would back away from targets instead). Even once I disabled the ability. Even at range. Even after I died. This sucks :(
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I would really like it if the tooltip menus would tell me what key to press to do the same thing. I know there are keybindings, but it's a nice UI feature to NOT have to dig though that everytime my lazy head forgets something.
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the only thing I can think of suggesting at this moment, is add some manner of examining things on the ground/stairs, so we can just choose not to pick things up and sort them out, or figure out which stairs are new *in case we lost track* if it IS in the game, then it's not obvious.
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all things considered this is rather well done! being actually pretty heavily customizable is HUGE, HUGE I say, though admittedly I haven't figured out how to get my *initial* caster to actually bonk people instead of shoot stuff but that seems largely unnecessary. If this were expanded *and maybe without a time limit.. or a longer one who knows* I'd probably play it. I mean I'm playing it now so.. I guess I'd... play an expanded version.. harder?
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Needs encyclopaedia,where all the info on classes and skills are accumulated. As is it is hard to remember which class at what level gives what.
I may do it later, but in the mean time, check http://www.kongregate.com/forums/3-general-gaming/topics/422280-1quest-discussion by Orangatuan and ravewarheit
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The easiest class I've set up so far for the tower is a dwarf fighter. The earth might thing is nice, you just need 2 levels of transmute for 2str/2con boost. Also get a couple resistance quick, 30exp worth even right at the start can help a lot.
Go for two rogue levels after that, the poison and the reflexes are nice and everyone likes passives. Also, the bit of ranged skills you need will help with the squishy hard hitting magic guys if you can't get a dash on em.
After that I like to go warrior until I get the cleave attack. I think it's level 5 warrior, 7str 5armor 5 shield for knight class. His skills are great for tankyness and along the path you'll get a shield bash passive, which is awesome. I don't go for any weapon skill unless I find a legend type I like, since they seem to get better with you. As a last piece of advice, it seems that accuracy is very important. Try not to use a weapon that is less accurate than another unless it is quite a lot better.
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Can we please save spells and classes we've seen before in our books? It suck when you forget what you need for stuff and put points in the wrong areas.
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Some way to continue playing on a character or to use a character you beat the game with in the tower would be nice. Kinda sad to see my character go =(
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The game feels like it was once a good turn based roguelike, but at the last second you turned it into a real time one. The game itself looks good and well featured, but the gameplay is just too frantic, especially with classic roguelike controls. Also, the UI needs to be redone from scratch, almost every UI element is severely lacking in readability and usability, the character selection screen especially shows a lack of thought.
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Some rooms just have too many enemies to deal with. Also, summon skills could use a little more clarity. I have no idea how strong my elementals are.
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Im on easy but i still get swamped with monsters and im dead before you know it and only getting 20-25 exp a stage in the very beginning doesn't really help much. You should get an exp per monster and if you die, you get a percentage of said exp points...if you complete the level you should get all of said experience. It took me 7 tries to get past the 1st and now I can barely move around in either of the 2nd dungeons. I like the concept. love the gameplay overall except for those reasons, You really have something going on here but it really does need leveling tweaks.
The game is quite hard, and meant to be. Try to play in easy until you win at least once (and yes, easy isn't easy compared to most game, but it is compared to most roguelike)
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Really good game, with a surprising amount of depth to it. Only issues I have are the late game imbalance, the poor choice of font size, and the fact that subclasses don't advertise their perquisites (why?). UI scaling doesn't help the font issue, because it just means the text gets cut off for more complex items. I would also suggest doubling, maybe even tripling the damage done by elemental weapon effects on two handed weapons. There is no real reason to use them, so far as I can figure, as they barely do more damage, are slower, and have lower hit chances.
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For equipment that increases run or attack speeds it would be nice to have your attack and move values listed somewhere, so you can see if they are worth a switch.
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An option to start with auto-level off would be nice. Sometimes I forget right when I start and I get points into weapons skills or other things I don't want.
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Tower of chaos sometimes seems to start you quite out of depth. Good game though, best I've played in a while here. Very nice to see a decent game that isn't a launch, idle, or tower defense.