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Most of the time, when I click a UI element, I attack. So I click to open my character sheet, and I also attack. I click to close my character sheet, and I also attack. I click to open my inventory, and I also attack. You get the idea.
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It only seems like the undead prince are considered a boss by the quest master. The melee targeting isn't obvious (it's using the heroes direction). The smith and witch window lacks information (what we have and what we get). The cheats we can buy from does not tell us what they're selling. The hero should start with a moderate amount of regeneration. The mobs could use some code optimization and relatives. Where are the lizards(-men and beasts), bats, ogres, lurkers, summoners etc.?
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Right now, aiming is ... not good. You can easily wind up firing arrows in the opposite direction of where it looks like you should. http://imgbox.com/b6r5ecan I suggest you make the character always face at wherever the mouse pointer is (even in melee) and always attack in the direction he's facing.
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I found another bug: If you have an item in the Enchant window at the blacksmith, and then you push F or B to close the window (I also walked away and then came back), the item in the Enchant window is lost. It doesn't get put back in your inventory unless I were to actually drag it back.
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It's... okay. Needs higher base movespeed (for both the player AND for enemies). It doesn't feel as 'fast-paced' as it's probably intended to feel.
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i mean, i enjoyed the game despite mostly negative critiques. there's parts of it that makes itself good and having fairly high attack rate with max leveled str makes meleeing harmless.
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I love it. It has all of the best parts of a classic dungeon grinder! As others have pointed out, there are memory issues on some levels (one or two in particular seemed to regularly bog heavily). The inventory system is a bit confusing and not a very rewarding activity... the attribute points is where it's at. I wish there were a way to save cool gear.
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I honestly found the game fun... ish. It's a good concept with good art. Some problems I found that can be fixed are 2 handed swords are useless, the loot drop buff doesn't seem to do much, the maps aren't randomly generated like you said, and neither are the enemies. moving north and south isn't as fast as south and east, it's either the 3rd or 4th map that always lags, and bows with health regen are just way too overpowered. The last problem is I notice the quests sometimes don't update, like for the boss killing quest, I kill a boss but it doesn't count towards the quest. I would like to see this game fixed as it could be a very fun game, but at this point in time, it's a repetitive game with many bugs.
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It can be a good concept or prototype. But too far from being a good game. No pause. Targeting is sometimes strange (especially on short distances). Money and points are shown immediately but can be spent only after the end of a level set. Health system is completely unbalanced - if you don't have heal spell or regen equip, you're dead very fast. Weapon drop is random, and most of them are useless (consider adding disassembling to some 'crafting particles' - for example, to raise enchantment chance, 15% is way too small). Saving at the beginning of a level set is the worst decision that could be made. Saving in the entry point of every location is optimal. But even saving in a town would be better.
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Ehh, check that. The staff thing is not as bad as I made it out to be in the last comment (I really wish you could edit them on this site...) I died and am using a bow, now; it's just as easy to work with, even with the slower fire rate
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... So why is this free, again? This seems to have a "$4 phone game" level of polish, *at least*. This is a very-well done Diablo-like that looks like it has a tonne of effort put into it. There is a minor issue with staves, though. If you click with juuuust the right timing, you can roughly double the attack rate (I got two shots in, inside of a second.) Once you get to the point of being able to two-shot the monsters, this makes them extremely OP.
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not saving correctly. lost some inventory items, lost progress on map, seems my stat point distribution wasnt saved either. useless
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umm.. needs some kind of tutorial.. die and what? resurrected with new build? How does the previous run affect this?? I do like the walking thru the grass FX though :)
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3 stars.
Need coin magnet, even if it collects after you clean the level.
Weapon drops need to be reviewed, i ended up at the boss with the same weapon i started the level with, any hit barely did any dmg, he had charge and his charge recharged faster then my dodge.
Terrible hitboxes.
If these are fixed it's a 5 star imo.
For people complaining about losing all equip, this is similar to roguelike, you keep your gold and buffs from lvl.
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Near nonexistent tutorial, counterintuitive equipement (I still don't know if it's random and if what I gather on previous runs affects anything) and once again, ZERO explanation as to how anything works. Frustrating, 1/5
P.S. More health regen needed
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Cool look, but lag is awful. & those hit boxes are a joke. need a health regen as par for the course. With a heal spell I got the farthest, but in the end lag was the real enemy. The rando character gen was amazingly anti-intuitive. Real promise here with obvious talent but the basics are desperately needed.
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Lag in the 3rd map, always, no coin magnet and you have to pickup each of them, when you die you lose ALL the equipment, why? smith seems useless, i have items and cant upgrade them all and there is only a low % when you can upgrade them, a few abilities are useless and works in a really bad way
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Whenever there is the big underground circle of enemies the game gets really laggy and you can't live. Because the enemies attack you but you can't attack them you phase through them :( impossible to beat that section i lose every time i hit it. Also increase speed for movement a lot please. I spend along time smashing crates for loot and it gets really tedious fast. 4/5 Great artwork needs movement and stat rebalancing
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Excellent core game utterly crippled by mechanisms that make me not want to continue playing, perhaps due to getting an excellent staff on the first run. Assign level/skill points only after death? Restart with objectively bad weapons or the option of BUYING a random bad weapon from the blacksmith, who also offers a nice line in Failed Enchantments? Basic skills frankly mandatory for survival on cooldowns? Nice version of all the previous games, but in desperate need of rethinking. Some gamers like being punished for playing badly-balanced programming, but not I.
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Great game. Worth a solid 4/5, but needs optimization. Suuuppppeeerrr hard lag in the 3rd stage. Every time, no matter the map. First 2 maps are lag free, then it's lag central. Not gonna rate it now, but with lag, 2/5. Fix the lag, and I'll come back and play some more, and rate.
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It could be fine, but it lags out, too much memory usage, it's boring most of the time and doesn't respond well.
It should have a hotkey to quickly switch between weapon loadouts.
Most tedious parts are the gimmick trap levels and the horde levels, because you really have to waste time without much reward on those.
Items are lacklusters, considering how little choice you get.
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jesus christ you have like no health and no way to guard. dash is shit, long cooldown and gets me trapped between barrels. 1/5
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so after a lot longer play. ranged weapons (bow and staff) have half the dmg of greatsword and have an artifact dedicated to boosting crit chance with them. there's lifesteal innate effects for bow, staff, greatsword so far noticed. so greatsword isn't so bad, it does have a ranged AoE but good luck using that with bosses if you're starting out =p
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There are some balance issues with the weapons (ranged options are far more effective than melee) but the base game is competently built and quite engaging for the first couple of runs. Add some more impact to progression and give the whole thing a balance pass and you'd have a pretty fun game on your hands.
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lifesteal is great, but a 1 hp per second isn't gonna show later on. the point of the strength level up is the hp and damage so you can actually use the lifesteal weapons. the alternate base weapon effects are nice though.
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When i read comment by soul4hdwn, about "greatsword is useless" I easily understood - that person play less than 20 minutes and made decisions.
1.Theres HP recovery upgrade (1reg for sec)
2. At least too items that boost Hp nd one after u kill enemy.
So you can easily be invincible. I learn few tricks already .
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The looks really good and the gameplay is fluid. The balance however is completely busted. Anything that isn't ranged isn't worth using. To the extent that you may as well let enemies kill you at the start until you respawn with a bow or staff. The staffs teleport ability can be used to get passed barriers, making the tedious treasure areas much easier to navigate.
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I was attacking an enemy with full health, the game froze for a few seconds, then when it started back up I was dead.
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It makes little sense to implement left mouse button for attack if the attack doesn't follow the mouse pointer. Easier to use the keyboard in that case.
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oh correction, quest was to block 50 times, thats doable. specially with experience that level gain block chance is separate. still interesting block from shields have a cap when enchants can go higher than 25%. so absolute max block chance is 40% so far.
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hmm... a quest to block 200 times, with max block chance of 25% even though i have shields that "would have" given me 35% block chance. and i'm noticing you can get 15% block chance from level up points which is kind of funny and still limited to that block cap. interesting
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huh kongregate is missing "rouge-lite" for tags, which because there's upgrades and you keep gold, is what this game is.
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so... greatsword and double sword are utterly useless when can't recover or defend. the dodge isn't i-frames and compared to the number of foes you deal with... hope that changes later with things i haven't unlocked. but otherwise only the sword and shield can do much and its weak to groups. staff is nice but not being able to hit things that are shooting you off screen is kind of awkward. double sword can at least do groups but i already mentioned its gonna die near instantly... have not found a bow yet in 30 minutes of play