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Thanks guys for the feedback. I have an update based on it, but i just can't upload it for no reason. Some errors occur all day along.
"War Lands cannot be published at the moment. Please try again later".
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The game starts very enjoyable but becomes repetitive and boring quite fast. Still 4/5 stars, for the enjoyable two hours before I got bored.
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needs a movement speed increase (not as an upgrade, but just as a base increase. something like double the speed). also needs a coin magnet, because breaking and collecting all the gold takes wayyyy too long on each level.
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The fact that you have to attack by clicking but you can't target with it makes this game even more painful (I'm talking about melee weapons). The same applies to skills, Shield Bash goes the way you were walking, but the whirlwind follows your mouse and the same can be said about the movement skills. The game is fun, it has potential, but it's too flawed. Hope you can fix it, especially the lag issues as I would love to play even more this game.
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Awrrrrrrrrrrrrrr!!!!!!!!!! I died due to bug with dashing enemy. if he dash and we kill while doing it, "dash" stays in place he died. After cleaning whole map I went over ork's body and died... Hitting by invisibile dash which stays static.
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The weapons aren't balanced at the moment. Ranged weapons deal lots of damage and allow you to avoid most damage. I've found the 10% heal variants most powerful. While very rare to drop, the scythe-staff allows you to dance circles around bosses with its teleport and black hole. The heal-bow offers great aoe. I haven't tried all the sword&shield combinations yet, but they're a weapon combo with a solid kit, while still lagging behind the ranged weapon types' strength. Shield rush is good for bursting down enemies. On the other hand, greatswords are very disappointing. They don't deal enough damage to make up for the lack of a shield to block hits, and the secondary attack doesn't really come together with the rest of what they have to offer - if it doesn't one-shot, you're still left with an enemy you have to walk up to to kill. A buffing parry or a stun of some kind would possibly fit it better. I haven't messed with dual-wielding much, but it also seems even weaker than sword&shield.
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The game is fun, but eventually gets repetitive with the same few maps, same enemies and identical spawnpoints each time you go though a level. This is more prominent because so much time is spent 'fighting' boxes and walking over coins. A loot magnet and some more levels would be nice to see.
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You can equip a shield when you don't have a 1-handed weapon. It can e handy for healing between groups of enemies. But if you try to fight like that, you flail around like you're play-fighting with an imaginary sword. And you do no damage.
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I had the same bug happen to me with the blood-mage boss as Galaga. I killed him mid-cast and decided to teleport into his corpse to gather my money and quickly move on to the next iteration. He suddenly got up and cast the spread attack right where I stood, decimating my character instantly. RIP my legendary heal-staff.
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suggestions: 1)toutorial, needed 3 or 4 death to mention that the char is always the same and skills depend on weapon and what the symbols on the map mean 2) description of skills, i nearly killed stupidly myself while using the staff the first time. 3) buffing swords and co, with their skills bows and staffs are just op 4)smith, make it more expencive but 100% success rate or different donation possibillities for different success rates 5)potions ability to buy potions or finding them at enemies or crates 6)choose starting weapon, add a rpg element
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BUG! killed the boss when he was mid cast. He died and respawned and carried on shooting me!! killed me before i could reach exit :(
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Why do i lose all my items when i die? But the starting char is too weak to actually make it through 2 stages. Setting players up to fail isnt cool man.
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There seems to be something really off with the hitboxes. It's too small and feels out of place. Many times the attack seems to go through enemies / boxes and it's annoying
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there needs to be some kind of historic boost that takes into account your last run. going from level 20 with maxxed out bloody scythe and full boosters to a basic sword sucks big time... :)
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Really need a way to pause the game. I had something come up while playing and was just wrecked by a bowman. Didn't matter how what I did or how far I ran he just destroyed me. I couldn't pause the run.
Other than that... I'm really enjoying this game!
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I think you should be able to murder the smith and take your money back, when he fails 6 times in a row to upgrade your weapon, charging 750 coins each time
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Another bug! Killed a boss, moved off-screen before the death animation finished, and the boss started range-attacking me again from off-screen. Moved to where I could attack the boss again, and my attacks passed right through it.
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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