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Magi: The Fallen World
por kajika
Magi: The Fallen World
Etiquetas para Magi: The Fallen World
Descripción
(v1.08b) Choose your character, search quests, explore dungeons, fight powerful monsters, discover lost treasures, and play endless adventures!
This is an Action-RPG game set in a large World randomly created at the start of every “New Game”.
Cómo jugar
Help & Tips:
- You can scroll the island map using the arrow keys by default.
- Go back to the main menu and reload your profile will regenerate all dungeons and monsters.
- The first island is pretty easy. The real challenge starts when you arrive at the second island.
- Try adding vitality if you are dying too often.
- NPCs are randomly generated, if you can't find a weapon-smith, try another castle.
- There are always one teleport stone every third floor of a dungeon.
- There are four bonus modes, they can be triggered when any of your character meet the level requirements.
- You may select multiple bonus mode at the same time.
- You can assign your own hotkeys in the game option menu.
- Every 5 points in willpower will reduce your cooldown rate by 0.1 second.
- If you accidentally sold a quest item, just go back to the main menu and reload your profile, you can find the item in the dungeon again.
And also, there's a game guide button at the main menu.
Comentarios
kaocre
Apr. 19, 2011
The one thing that this is really missing to make it great is an ultimate goal. Rogue like games are a lot of fun because you rally have something to strive for. You play, die, play, die, play, die, and play and die again because the player keeps thinking 'Maybe this time...'. There is no such feeling here. I player one character to level 15 to unlock sandbox and hardcore, played the next to 30, and that was it. I didn't feel any reason to keep going. There was nothing more to unlock. There was no goal I felt like I was getting closer to with each play. There was nothing to accomplish. Adding some sort of end would make playing through it with each character and each mode more satisfying. Having a carrot at the end of the stick is absolutely vital to replay-ability for these sort of games. Having nothing to aim for just make them feel repetitive and highly unsatisfying.
nefenjo
Nov. 16, 2013
This game desperately needs a way to sort the inventory. Manual sort would be sufficient, auto sort would be eve better.
Sindarin8
May. 03, 2012
First off, very fun game :) I would like the skills to not increase their cool-down timer by so much. I don't even level up Bow Slam so I can use it more often. Elite/Champions scale too high; the common mobs deal almost nothing but the Elites will 1-hit kill me - so I put nearly all of my skill ups in vitality because of this.
Also, please allow us to buy souls for upgrading; I have only found Giant Spiders in the First Island (now onto 3rd) so I can't upgrade with that benefit.
We would also *REALLY* *LOVE* to have a *TAKE ALL* button for treasure - in fact, have two exit buttons: *Leave* and *Take all and Leave* :) That would be great!
Finally, an *Exit Dungeon* button would be really great, too; it's boring to have to walk outside - yes, we can die to leave, but that's not really fun, either.
Thanks, a ton, for considering these changes! :)
CrashsterMonk
Apr. 19, 2011
I wish I was smart enough to put this hat on.
SupremeH
May. 17, 2011
Feud is right, solman is wrong. The rarity is based on how many stats the item has. White usually has one stat. Blue has one to two extra stats. Yellow has three to four extra stats. Purple has five to six extra stats. Green has six to seven extra stats , and Red has eight stats or more. I hope you guys make this so everybody can have valid information, and not something as invalid as his...