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Level 7 shield, Level 6 sword, Level 5 character, 15 potions... Alright I got this! *attacks lvl 5 slime*
*dies and manages to only hit one*
Yup, that seems to sum up every thing about this game...
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This is a blatant rip off of desktop dungeons. Only with less options, annoying music, and shitty patchwork looking graphics. Developer must be proud...
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you know, classical arcade games have a "get a free life every 10 thousand points or so" policy, and i think having an extra 50 moves every 5 thousand would be fair.
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I don't necessarily need a radar or map, but I think that when you pick up those map pieces maybe they could give you a clue like "you quest is 22 tiles away" if you pick up another map, you can realise whether you are going in the right direction as it will either be more or less tiles away.
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I wish this game had the sequal planned for it made. it's a good game, but without the ability to actually really FINISH it, it gets annoying. (in other words, that whole "limit the amount of turns" business gets annoying...)
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This is cool. I think if you added a little bit of time for each kill, scaling with the monster level (say 1-3 seconds depending on the monster level) it'd realy bring a lew level of depth to the game. I'd expect it wouldn't be too tuff to implement either. Maybe an ideal for the sequal? .)
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I always keep coming back to this one. Kong should give this one badges, instead of random borderline unplayable games where you randomly bounce off of asteroids.
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It would be also nice if the defensive skills of the quest monsters decreased as I killed the other monsters in the immediate area around them... Just to give a good reason to murder everyone around them before going in for the kill.
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I come in every day to play this just to see if there is an option with unlimited time for full map discovery available or is it still the same 2 minutes game.
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I need a version that counts turns (1 move = 1 turn+ fighting turns) instead of time, so I can stop playing it and come back to it later. Also it would be better idea to measure how much time does it take to complete the quest instead of giving a timelimit on the quest. As features go the coordinates where a character is would be helpful to know, or at least the land could have features and names "Death Valley " and such, so it would be easier to find again he quest target after I am strong enough to hit it.
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undefined, I think you should remove the dodge chance from the enemies. They always dodge like 73 of my attacks before I actually harm them!
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Does the movement of the hero "stick" for anybody else? I've tried plaing this on a few computers and keyboards, and he will just take off running!
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I have an idea! a new game called Arkandian domination where there is cities and castles and you have to train troops one at a time by adventuring then claiming castles via the "defence" layout.
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if there is a wiki, please give me the link... I really need to know what i need to do to earn the other achievements
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it may be that im just stupid, but seems to me like this game needs some balancing, my first quest was to kill the ninja OK, i pick up lvl 7 sword+ lvl 7 shield and have 7 hp pots and runaround trying to find this ninja, i find him and he kills me hands down. just how am i surposed to kill this guy? just finding him on the map reduced my turns to 30 and i use the best possible equipment i could find and even seen in the game so fare