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This game needs a coordinate system, so I can take notes, where did I find stuff, especially on the large planes, it would be even better to have auto note feature taking down the coordinates of every object I see.
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The longterm progress is (hopefully) in the ascension of characters. I wish there was a way to ascend items too. If Items leveled up with use, they could ascend too, right, and be available for next quest. The more items it is ascended the more powerful shape they would be in like the heroes.
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This is actually one of the few undefined games I have unbookmarked. There are more bugs in this game that an Ant Farm.
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Bug: Don't use multiplier equipment. When level up, the multiplier will reset to no bonus. If you change other equipment after level up, your multiplier will lower than you should be.
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A great game on each plane. But the meta-game is missing and that is a shame. I understand the developer is not actively developing this game anymore so 4/5 because of that.
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I get the feeling this game is similar to the idea of quick quests. The idea works but it feels like heroes need to keep some progress. great game though. 5/5 just to vote up.
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so much potential really hope you iron out the bugs and progression stopping item consuming and made bonus stick for longer you make awesome games.
keep up the great work:):):)
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Those percents ase really messed up or bugged!!! I never managed to ascend with anyone, even with 20-30 percent. I wanted to give 4 but I am giving two because of this, it kinda ruins the game!
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I wish the tutorial covered how to ascend a new hero type. Some items/etc should carry over between planes. It's way too hard as it is.
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I LOVE this game. The concept is awesome! Some tweaks that should be made in an update/sequel, though: astral items should be permanent. Equip in dungeon (if you click to soon after finding an item) needs fixed. Automap feature? Class balance (I hate classes with just a single mediocre skill... knight? really?). EXP for healing/triggering battle ability, priests are a terror to level up. Maybe a couple of bonus classes if all others are unlocked? Vote up if you agree!
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Just way too glitchy. Great concept, horrible interface. You can't go to the equipment screen without the game crashing. Movement on the map is clunky at best. Will be a great game once all the bugs are ironed out. Until then this is a 3/5 for me, 5/5 once the crashing bug is fixed because that makes this unplayable unfortunately.
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undefined, you make fantastic concepts. But you realize there's more to a game than concept right? There's polish. Debugging and a little more depth. I hope your business is going well, because I'd love to see these games at higher finish.
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Needs some attention to details, most of which are listed below, but great idea. I'll get back to this a little later on, I think.
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This was overall disappointing. Any of the reasons I can come up with, have already been mentioned. Good potential, though.
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@falo1324 I agree that this isn't exactly Undefined's strongest effort, but there's a little more going on than you give it credit for. There are several ways to heal without potions or mana gems. Characters return to full health when they're leveled up, and several of the magic-using characters gain heal attributes as they progress. Some are character-specific, some apply to the whole party. Also, each class can obtain weapons and armor that regenerate health. The ascension/descension system seems pretty straightforward to me: level up, find a shrine, take your chances. Once you've ascended a few different types of characters and you've found astral chests that allow you to use a larger party from the outset, you can start with a balanced team that overwhelms weaker enemies, making for quick leveling up. Of course, you're entitled to hate it on first look, but I'm glad I gave it a chance.
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wow this game is such shit compared to your other games, no way to heal without buying potions or using mana gems ends the map and the ascension/descension system is so bad and annoying. 1/5
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another awesome game, great idea and characters are well thought out. a fast sell item feature might be good such as sell all and also a hold shift / click to skip conformation might be good. a building to sell mana might be good. also as slayerface mentiond a more tweeked progression might help, maybe the items you can get to bring with on next missions where rare unique items that where not one use only. anyhow awesome game
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As a modification to Slayerface's idea, we should be able to choose 1 astral item that we would like to keep after the mission. Also there should be a "retry" button for each plane rather than permanent astral energy. Then there would be some incentive to keep going, but it would also maintain the spirit of the game that the dev i think is trying to foster here.
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Reading the comments... "What equipment bug?" Oh, that bug. Yeah, this needs a lot of refinement before I play it again.
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"Hey, wasn't that tutorial fun? Now that you know how the various resources can be used to benefit your party, here's a scenario where you get almost none of them. Oh, and by the way, say goodbye to those warriors you leveled up."
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Lack of mana regen, high price of potions in comparison to the amount of gold you get, and the very skewed rating system for difficulty... going into a 2 with 4 adventurers lvl 2-3, with a quest hero... get wiped almost instantly.
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So you're saying to get better you have to go down on the planes, but when you do that, the enemy gets better? So you're saying its an RPG...where fighting at lvl 1 is no different from fighting at lvl 1000. May have different appearance and different numbers though..
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It's really frustrating to fail the first dungeon or mission... you just know that the plane is going to be a fail due to enemies getting tougher faster than your party. Some of the astral bonuses don't seem to do anything (my astral heroes are supposed to start with 4 xp but they still start with 0). I threw away all my astral energy in hopes of getting the difficulty lowered back down but that doesn't work and now I'm at 7 astral energy at 6 skull difficulty...
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The lack of long-term progression really holds this game back. Items should be permanent. Kind of reminded me of a side quest in a snes game "lufia 2". Hope this gets changed in the near future
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an otherwise fun game with a great concept that is marred by various bugs and issues that i won't get into sense theres dozens of comments explaining them better that I could. It be worthy of at least a 4/5 if only the bugs got fixed and some minor changes were, but as it is I have to give it 2/5. Great concept though, but it's rough around the edges
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This game was uploaded to ArmorGames on October 18. Plenty of people pointed out the major bugs *that same day*. Now Undefined uploads it here a month and a half later and didn't even fix the fundamental easy ones, like the equipment screen crash in dungeons. Undefined just doesn't seem to care about this one.