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You got so many good suggestions during the last game and managed to ignore them all. This is just like the predecessor where you start from the scratch again. Still laggy, slow battles and repetitive game play. You already showed us that you develop excellent games. Please stick to it in the future
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I'm really enjoying this game and its counterparts but perhaps there could be a bit more variety between games? It's a bit similar to playing the same game over and over, also it's a little annoying when chests in dungeons are blocked off by furniture. Still 4/5
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If you want to do a "Ultima Online" clone for blacksmithy/alchemy/tailoring, you could/should improve a couple of things:
1) please let me buy 1-10-100-1000 items at once and not only with this "click until your mouse explodes" style
2) if I need to craft 800 items before reaching the maximum skill level, please do a "macro" system
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BUG Report: In one of the 5-star tactical maps, you fight a group skeletons. The middle one has NaN when you try to attack it... ALSO when its his turn the game freezes..
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Just one thing - one the screen where you claim items after a squad battle, can you set the items down the screen slightly? The "You will lose any unclaimed items" text box completely covers most of them, and as I'm eager to get on to the next thing, I keep losing all my plunder :(
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not sure if its a bug or victory dance but after every fight my character will constantly do a moonwalk until i open the chest
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i) Balance difficulty on monsters between magic and physical damage. It's not right for a physical monster to hit me for 4-5 and a magic monster of the same map to hit me for 25-30.
j) Add more mini-bosses at the end of the maps before the quest chest. Doesnt have to be on every map, but I think that at least 25% of the maps should have one to give more diversity to the game.
k) Skills / Abilities / Debuff should have a hover popup that would give more details about what it does with precise numbers (ie Weaken : Next attack will deal 23% less damage).
l)Some sort of counter on how many monsters / chests are left during a map.
So far, this game deserves a 2/5 from me. It really seems as if you have copied last chapter and rearranged the maps. I do hope you will take some of the suggestions into consideration if not for this game, at least for the next chapter.
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f) Randomly getting the recipes was a good idea, but you should also include limitations to that. I got the 1st sword on the last battle of blacksmithing, which is pointless really. You should make it so the 1st battle will give you items in range 1-3 (concerning "strength" of weapon). 2nd battle in range 1-4. 3rd in range 1-5, and so on. Also, crafting system should be way way easier. You are obviously not going to make all 30 items from blacksmithing, you are probably going to make 3-4 maximum. Make it so every item yields aroung 100-150 in blacksmith skill depending on their strength. Low quality swords should raise your blacksmithing up to lets say 300. Medium 600. Top ones up to 1000.
g) Sell everything. Make a button to sell everything from your inventory.
h) Make it so you can use a potion at the looting screen instead of dumping it.
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c) Inventoried items should start from top left slot and fill them all the way down to bottom right. The current way items are sorted it seems you were bored to fix it. Also make items sortable by price-slot-optimal character(mage/melee/ranged). Also make them stackable, ie 10x minor heal potions in 1 slot.
d) The game is too long and too repetitive. Because of that, you have to make it easier for the player. Add a mouse option for movement and add keyboard option for attacks. This way, you don't have to grab mouse 3 seconds - change to keyboard etc, again and again.
e) Auto-loot ! Get rid of the open chest everytime you kill a monster. Then the player should have the option to either loot all or choose which items he wants to keep.
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Long post warning! Just a few suggestions and hopefully the dev will see them and implement them before the next chapter of arkadian explorer comes along.
a) Do something about the game lagging after a few minutes. I am pretty sure it is not just my PC, since I have seen this complaint to many of other posts here. You had the same issue in last game and didn't fix it.
b) Somehow make it so you can see both the item you wish to equip and the item already equipped. Going back and forth for 20 times every time you finish a map is wasted time. Also do this for your squad. Going into a player, checking items, equiping, going off to see the next one etc takes too much time. I literally used excel in your last game to save time. Thank god it's optional in this storyline.
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great game. but furniture basher needs improvement. just got a half weapon rack and a half coffin. dont call it furniture basher then, but tile basher
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I've found a small bug: I think the effects for the Mana Burn and the Poison are inversed- the M.burn damages life and the Poison damages mana
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I'd like to see the ability to cast healing scrolls from the dungeon map. After all, the ability to heal one's self is always useful.
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There is a bug that gives the tailoring pro achievement to the hero when he finds clothes . got this yesterday and i dont have any recipes at all.
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My previous comment on how items with multiple Protection values affect Armour was wrong: it's not always off by 1, sometimes it's off by way more, and sometimes it's actually correct. But it's usually wrong, so something's wonky.
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I wish there was a tool to build the floor in dungeons so you could use it and the pickaxe to make new routes to the goal
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Whats the penalty for dying? Oh, an annoying screen. Is it just me or, or is this game just getting more and more monotonous? The fun factor has left the building.
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Items that have two Protection values (basic and magical) don't add their total to my Armour value. They are adding 1 less than the sum. (I.e., a hat with Protection 3+3 is giving Armour 5, a ring with 0+3 giving 2, etc.)
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the item "Mega Disenchanter" is bugged for me, the item does not show the whole tooltip while in looting or equip screen
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Repeating Bug: At times, in tactical battle, the chance of hitting someone is labelled nAN and the game freezes when that persons turn comes.....
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larryhl dude, its a MAGIC dungeon... those tend to make no sense at all...
but where are my items i was promised in the achievements of the last chapter?
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Dear developer person, the location cleared prompt is bloody annoying, it stops you sorting out what armour to equip right away since it covers the stats, I think the bulk of us can see when we've cleared a floor so would you mind removing it for those of us who wish to stay in the dungeon to sort out the fresh loot?
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Whats with maps like the old dungeon? is it just me that cant get through the rest of it because theres stuff blocking the way?
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I wish I could just skip the formalities and convert all my crafting items into experience without having to do them one at a time
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Artistry is now 857 and Blacksmithing is 609. My chances of making almost all the other weapons is 100% or pretty close to it, but my chances for the good weapons is still 0. Are the developers trolling us or something? This is really frustrating.
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Crafting needs a rebalance, repeatedly crafting 1 common element hundreds of times is silly as a game mechanic. Decomposing items or making it easier to craft for practice in bulk would help.
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Ah, the joy when a deconstruct swaps out your equipped artifact before deconning, and gives you a whole 1 common mat for it. That's a nice highlight of the 'quirks' in the series that still need to be cleared up.
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Mega Enchanters deep in the Unfinished Dungeon (floor ~90) can't be used: The "turn items into components" text vanishes once it enters your inventory, or at least when you try to use it. Meep?