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This is first text based game that I actually like and see alot of potential. Very fun to figure things and idle grinding is satisfying. Definatly wish to see updates and new stuff, great job 5/5!
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The Fire Orb appears in the shop only after you acquire your first piece of Firewood. As for the skills that require Lv 7 abilities, equipping the textbooks should solve that issue, and there are rare items, such as Cutlass and Trident, that also raise the Swordsman and Spearman abilities.
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I think the game plays well but I would like to see the ability to use the character level ups with stat attributes or something, that would make it more personalized. That and maybe allow the player to sort the skills/abilities either through lvl/type or just manually because scrolling through them all and looking for one is a unneeded annoyance. Was overall fun though, beat the game.
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I played this beta from start to finish. I absolutely love it! Some thining that i would like to see in the future (and i dont mean to presume anything) are more detail to the "item" tab. It confused me when I was not able to equip more than 5 pouches at a time, if there were some subclassification within the "equip" bar, i would like to see that.
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Some skills require a lvl 7 ability but sometimes abilities can't go past lvl 6 (like beginner swordsman). Am I missing something ?
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I love the game so far, I've been playing it for about an hour and a half now, taking into consideration that you are still working on the game and improving it any bugs and so on won't influence my opinion of the game, so I will rate it a 5/5. You could improve it by adding a story behind it as it feels the player is thrown into something that he has no idea about. I love the concept tho and would recommend it to anybody, keep working on the game dev, it has a lot of potential
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So, do we maybe have another pioneer of a new webgame genre here? I like it, the game at this point needs mostly just interface improvements - for example make the story upgrades clearer or keep a journal for people like me who miss the first few:)
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Cool game, I like it.
Are you inspired of this game here?
https://www.kongregate.com/games/lerpinglemur/theory-of-magic?haref=HP_TGTM_theory-of-magic
I like your kind of UI division to get the Story progres, but the "Graphics" (or kind of that ;-) ) in the original Game are better (I mean the Progress bars and Color). Also the whole content is much more than your one. Maybe you could do a merging of the Game with him, so you both could get a good game (part 2 or so) together?
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Thank you for posting this game... I will keep an eye out for any updates or new versions, because even though I finished the game in about 4 hours, it was really fun and entertaining. Great job!
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no more playing this game as I play 1 day and come back game it start over. no trust to spend and waste time for this game anymore
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A couple GUI suggestions. Abilities at max should should as max not a 0/n exp. Resource could have a color bar fill in addition to numbers as action related ( If clarity is a concern make the color different than action related bars)
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Hello, went through it, really nice and got great potential. From what could be improved - for starters d be nice to have two different sets of skills one for combat one for idle, obviously d be nice to have some upgrades, to have more slots and speed up magic casting. Looking forward for upgrades, 5 stars for a good start.
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How do you calculate the exp value a skill gets per use? I've been using the same 4 for quite a while now and Water Blade is falling way behind., especially compared to Storm Spike.
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... too needs big polishing with item upgrades, one point per dungeon is harsh
the harder the more and start giving tier 2,and more capacity stock
and better rewards for completing abilities
for being higher level should meant i'm stronger = hp-stamina-etc
and for using so much mp or element skills should improve at least .01 or something that doesnt broke that fast
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Tell me when the update will be released? Passed by all possible means, pumped to level 9999. Waiting for endless mode) and challenge endgame
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Well, I had quite a time with this. Min/maxing has its benefits but you may have to invest in other stats to progress. Not a bad thing mind you. The combat was simple but I'd like a way to quickly switch spells and skills if possible. Otherwise, a pretty soilid foundation and I want to see where this goes.
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Not sure if this has been reported but I noticed a bug where sometimes the targeted enemy isnt the one that takes the damage. This mostly happens in the 2-4 enemy slot.
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there should be easier way to unleash skill (instead using it automatically, we could do it manually like clicking the shortcut button) and it woul be more better if there's battle log and loot log button to make dungeon exploration much much more easy to manage.
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This game is awesome! Keep up the hard work! congratulations! It would be awesome if we could gather some allies that would strenghten our weak side, for example, I'm running a spartan warrior (spear + shield), but I won't be able to cast spells, so it would be interesting if I could rent or invite to party a spellcaster to fireball the enemies, or druid to heal me and form a full party to hard dungeons =) also, a house or base where we can live and gather some passive bonuses after building would be great for a long run. If it had 10 stars, i'd give it all!!! s2 Don't give up!!!
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This took a bit to complete the tutorial because some of the options needed to access the next steps aren't very intuitive and/or required a good bit of grinding to achieve. Aside from that sort of thing needing some polish, and maybe better item/resource sorting, not a bad little idle game, makes me hope for more with a few tweaks later on.
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i'd suggest you guys do what theory of magic does and add a function where you can hold a button on your keyboard to effectively click on a skill super fast so you dont get carpel tunnel when you have to click on a skill a bunch
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Awesome for a beta version. Needs some more polishing (along with moar!/longer quest line) for complete version. 2 big improvements I would like to see:
1) Don't limit the item points. This is something you want to gain idle running the game in background. It's rather annoying that you can only get 2x item point[2] each time. Alternative is some better way to farm higher tier item points.
2) Filter on items. Things like fixed categories (i.e. separate weapons / defence / clothes / trinkets) which makes it clearer that you can only equip 1 weapon at a time. Along with some sorting to maximize certain required stats like max gold / skill level limit / defence / ... That way you can keep the current complexity of stat puzzling to achieve certain goals even if you further increase the number of possible items you can get.
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pro tip: if you want to max your items, like upgrading pouch to 200 gold(needed to reach 1000gold cap) instead of grinding dungeons, hard reset and grind starting dugeon before you leave town, it has only few weak enemies meaning you can complete it much faster earning 1 point every time
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please dont make the umbrella more powerful than the darkness sword. i mean a chapter end boss drop should be better than a 1 star item you can buy at the shop right? at least put dark magic damage on darkness sword
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some items have effects like medicine max, fire max, life magic max, but these are all diffrent things, medicine is item, fire is fire mana pool , and life magic is ability, could you make it more distinctive?