Comments for Trigger Knight

avatar for Apolluna
Apolluna

Nov. 24, 2011

Under rating threshold (show) Rather than have starting gold, you might consider having encounters give additional gold based on your level. Also, it'd be fantastic if your equipment visually changed as you upgraded to give a better feel of progression than currently exists. Good work so far!

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(4406)

avatar for drokly
drokly

Nov. 24, 2011

Under rating threshold (show) This is a great concept for a game. I would like to see some sort of bonus for you character for gaining levels though, instead of just score. Like maybe the starting gold increases per level, or equipment, or even just some basic stat increases. That way instead of having to rely solely on luck to complete the game, someone could grind their way to the same goal. I would love to see how this game turns out after you've taken some of the player input into consideration and work out the rough edges. Fantastic game, keep up the work, and when you're done tweaking this one to near perfection, then get working on the sequel! It's rare to find new games these days with such raw potential and it's exciting to find one. Thanks!

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(3431)

Developer response from Mintsphere

We do have a sequel (or extension game) in mind, seeing the players' feedback and the experiment itself goes even better than our expectation. And lots of ideas posted in this boards too!

avatar for kirbopher
kirbopher

Nov. 24, 2011

Under rating threshold (show) You should get some bonus apart from the score when you level up or some bonus when you get an archievement =3

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(3161)

avatar for Satanistic
Satanistic

Apr. 9, 2014

Under rating threshold (show) Adding skill points as a reward for leveling wouldn't be bad. You could then use them for small bonuses (Could be: more gold in the beginning, more gold from enemies, more damage dealt, less damage received, faster attack, better starting items, larger inventory, cheaper items, life lasts longer)

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(204)

avatar for ChicoTripa
ChicoTripa

Nov. 24, 2011

Under rating threshold (show) when you lvl up you should gain extra initial money, hp damage ... a thing that help the game start

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(3022)

avatar for Chaniel
Chaniel

Nov. 25, 2011

Under rating threshold (show) A few things I'd like to see: 1) Nerf on the dragon - the only way to beat it is with a Divine Edge. A fully upgraded sword + fully upgraded armor and elixir is not enough, which is kind of silly. 2) When you upgrade the sword, I think attack speed should increase slightly. I hate it when I have a fully upgraded sword and my character just stands around for a while taking hits for no reason 3) I think most people have said this but a bonus in-game that is correlated to leveling up. For example, as you increase every 10 levels, the lifespan bar could decrease more slowly. Otherwise, its a fantastic game. I've probably spent way too much time playing this!

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(3647)

avatar for jefeesdios
jefeesdios

Dec. 3, 2011

Under rating threshold (show) I'd like to be able to use the elixir outside of battle, or use an item before replacing it at the shop.

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(25)

avatar for TheaN
TheaN

Nov. 27, 2011

Under rating threshold (show) -Strategies- 1) Saving up for a Gold Ticket early can cost you a short game or give you a very long one. 2) Shrine usage should be averted to the last possible moment, use the progress bar. 3) Armor upgrades are superior over sword upgrades as they fully restore your health as well aside increasing max hp. 4) Don't use an elixir when you are about to upgrade armor. 5) Avoid overwriting items by using them before buying others. 6) Increased upgrade prices only affect those that appear anew on the progress bar. Abusing the above you can buy two to four equipment upgrades for the same amount. -Statistics- 1) Upgrade costs increase linear. Sword 236 + 36n = 236, 272, 308, 344, 380, 416, 452, 488, 524. Armor 204 + 54n = 204, 258, 312, 366, 420, 474, 528, 582, 636. Shrine 50 + 70n. 2) Item prices are static, Elixir 150, Divine Edge 200 and Gold Ticket 500. 3) Monsters are always similar. Wolves: high att/low def; Goblin: medium att/def; Golems: low att/high def; Dragons: both high.

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(151)

avatar for LesuneFrost
LesuneFrost

Nov. 30, 2011

Under rating threshold (show) "Less chance to encounter dragons." I'm not sure that worked, as i had just killed one, and an armorshop later and there was a second dragon. He proclaimed that i was tasty.

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(23)

avatar for Condude7
Condude7

Apr. 9, 2014

Under rating threshold (show) "Protip #22: There are 22 protips in total." Lol

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(8)

avatar for jordan_nugle
jordan_nugle

Apr. 8, 2014

Under rating threshold (show) In addition to other ideas suggested, one nice adjustment would be allowing the use of armorsmiths even after acquiring the maximum armor in order to restore your health

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(8)

avatar for navyfield
navyfield

Dec. 4, 2011

Under rating threshold (show) what is the point of experience if you dont benefit anything from it?

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(55)

avatar for simplegoogly
simplegoogly

Dec. 2, 2011

Under rating threshold (show) The girl should not die if elixir is administered at last possible moment. I mean the game shows ITEM USED but then game ends.

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(21)

avatar for Mintsphere
Mintsphere

Jan. 4, 2012

Under rating threshold (show) Late, late update v1.3 : KNIGHT NOW HAS CRITICAL - More at the game news. So sorry, i suck at working fast. m(_ _)m

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(20)

avatar for skyncrash
skyncrash

Dec. 5, 2011

Under rating threshold (show) *Successfully kills the monster with Gold Ticket* I am rich! Now I can buy all the ... *Encounters with Dragon* FUUUUUUUUUUUUU

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(20)

avatar for Poki3
Poki3

Nov. 26, 2011

Under rating threshold (show) Really liked the idea and presentation of the game ( LOVED the sprites!), though it needs a lot of polish to be great. - Optimum Soulshrines usage: I find it clunky that to get the best... mileage out of a Soulshrine you have to wait till it's almost offscreen. Soulshrines should freeze the bar at 100% for the duration of them being on the screen so the time you click isn't a factor. - The Dragon is just stupid. He comes out of nowhere and can ruin your perfectly decent run just like that. - Would be nice to see how much money monsters will give below the icon. - Visual character upgrades would be nice. - Too much luck focused in general. It's not bad that the game requires some amounts of luck, but I think currently it relies on that too much. Things like the dragon or battle outcomes in general feel cheep and unfair. Battles should be more mathematical based, then luck based (trading blows, not random blows). (cont.)

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(20)

avatar for Syade9112
Syade9112

Nov. 25, 2011

Under rating threshold (show) hmm i would like to see following improwements: Vouchers shouldnt spam before 3rd monster encounter, soulshrines shouldnt spam in a row (soulshrine > monster > soulshrine > soulshrine > soulshrine > monster is ridiculous) and some other tweaks in balance by that i mean in every game u should be able to defeat a dragon (since there isnt any skill tree).

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(18)

avatar for BubbNutt
BubbNutt

Dec. 4, 2011

Under rating threshold (show) Me: *dragon appears* EAT MY DIVINE EDGE ATTACK! *SMACK* *dragon dies* w00t! I killed a drag- *another dragon appears* AW PISS!

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(16)

avatar for QMagi
QMagi

Nov. 27, 2011

Under rating threshold (show) Hear ye! Hear ye! A local hooligan is running around, ringing our medieval town's doorbells. We have hired a few monsters to uphold the peace. Do not be alarmed!

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(16)

avatar for Naradan
Naradan

Nov. 27, 2011

Under rating threshold (show) lvl up should give us more health at the least. its kinda frustrating to know that i cant last more than 10 days, even though the point gained is tripled. its better to have longer journey each time we continue, than having the point multiplier. and there also should be a fix point of where you met the dragon. the way i see it right now, its totally random on what day we met a dragon. so far i only met the dragon once on day 9, and now when i prepared for day 9 by holding the "divine sword", i didnt met with the dragon again, even when i reach day 10, 11, 12...

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(16)

avatar for kubaboss
kubaboss

Nov. 25, 2011

Under rating threshold (show) BIG recommendation which most of the people recommend here: Allow us to get some things to start with after our levelups, not a bigger score multiplier. More gold, better starter items, or stuff like that would be really nice. :)

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(15)

avatar for strategyfan
strategyfan

Dec. 1, 2011

Under rating threshold (show) Unsolvable sequences that I have seen in the game : - two consecutive dragons. Struggle all you want, even with top equipment and divine edge, you can only get slaughtered. Don't forget to take out sequences like dragon-sword shop-dragon (and so on) as well. - seeing a dragon before seeing *any* grim's shop. In the current version of the game, dragons can be defeated only with divine edge, so if you face a dragon before being able to buy one, then there's a problem. Basically you should make that for each dragon you encounter, you must have been able to purchase one divine edge potion (one grim's shop *at least* before every dragon). Or make other ways to defeat dragons, your call :)

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(38)

avatar for AWESOMEDUDE1415
AWESOMEDUDE1415

Dec. 8, 2011

Under rating threshold (show) Don't see any point in leveling up...

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(14)

avatar for grubble
grubble

Nov. 27, 2011

Under rating threshold (show) game badly needs some tweaks. there's no advantage to playing. you start in exactly the same state on your first try as on your 50th.

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(14)

avatar for destinydragon93
destinydragon93

Apr. 9, 2014

Under rating threshold (show) Dam you Mr. dragon!!!

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(6)

avatar for josten
josten

Jan. 17, 2012

Under rating threshold (show) well i dont get the point of the xp

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(12)

avatar for mejunkie
mejunkie

Dec. 6, 2011

Under rating threshold (show) I think you should remember that your trying to create a quick "Play the game and forget it game". For me to leave satisfied, I want to end up winning. I dont mind taking time to win, but I mind when winning is the result of randomness, and not my decisions. The best single improvement I can imagine, is to somehow let earlier runs influence the next run, by converting earned experience into something usefull. Resilience, defense, hp,gold or whatever. That means that good players can finish in maybe 10 runs, and bad players in 20 runs. That still gives something to strive for, a value to the replay, as well as a competive measure (nr of attempts).

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(12)

avatar for Marioman64
Marioman64

Dec. 3, 2011

Under rating threshold (show) 2 things: 1- Why do I have to sit through the score tally at the end and wait to play again? 2- Why do the character not drink their elixir before replacing it with something else? Do they just chuck it over their shoulder or what?

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(12)

avatar for slaad
slaad

Dec. 3, 2011

Under rating threshold (show) What luck. I got all the badges on my first run. I played a couple of times last week without near so much success. I hadn't even seen divine edge before and this time I managed to buy it just before the dragon showed up. Maybe I should go buy a lotto ticket...

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(12)

avatar for jimbojaggins
jimbojaggins

Dec. 2, 2011

Under rating threshold (show) way too much luck involved, wolves are still overpowered as they seem to attack three times for about 900 damage each after like day 12. Needs alot of balancing in my opinion. also definitely needs some benefit for leveling, the game gets incredibly frustrating since it equates to starting each run from scratch even after 15 playthroughs

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(12)

avatar for Bandreus
Bandreus

Nov. 27, 2011

Under rating threshold (show) Great game. My main concern is that the game's outcome overly rely on randomness: often time you make the "right" choice, but you end up losing shortly after just because you had bad luck with rolled events or monsters scoring a powerful streak. Once you relize that, the game gets boring quickly. Also, as many said, some enhanced form of progression when hitting a new level/unlocking an achievement would help the game greatly: either award the player some form of meaningful bonus (helping him with getting further into the game), more starting gold, higher stats, discounted prices, bonus equip, whatever. Regarding the overall balance, I don't like the score multiplier being tied to your level, makes awarding higher scores a grind, rather than rewarding player's skill. Prices for items might need to be adjusted (as an example, soulshrines in later days cost too much in my opinion).

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(12)

avatar for JKuang
JKuang

Dec. 2, 2011

Under rating threshold (show) It's relies too much on luck, I feel the enemies get too strong too fast while you lag behind...

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(30)

avatar for Narutoj12369
Narutoj12369

May. 12, 2012

Under rating threshold (show) There needs to be a couple of permanant upgrades, because i can never seem to beat the dragon

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(11)

avatar for 1happyelf
1happyelf

Feb. 29, 2012

Under rating threshold (show) choosing a gold voucher over an elixir, but then finding out that your next opponent is a dragon ;_;

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(11)

avatar for shanx98765
shanx98765

Nov. 30, 2011

Under rating threshold (show) That awkward moment when you buy a voucher and come face to face with a dragon...

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(11)

avatar for roxas3000
roxas3000

Nov. 27, 2011

Under rating threshold (show) I dont lke the sensation of knowing that im gonna die on next monster.. i few useless

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(11)

avatar for MihalPwns
MihalPwns

Nov. 24, 2011

Under rating threshold (show) Wolves attack 2-3 times in a row damaging the most of all enemies. More nerf please I find a flesh and bone creature to be less dangerous than a concrete five foot tall golem with the power of a dragon.

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(11)

avatar for DKW001
DKW001

Dec. 10, 2011

Under rating threshold (show) Since this is still a work in progress, I'll withhold a star rating. Instead, some advice: 1. Less/no blind luck. PLEASE. Pretty, pretty please. Turns the game into an overprogrammed craps table and renders accomplishments meaningless. Forget "algorhythms", put some hard patterns to the weapons and armor, healing, monsters, order of attacks, damage, etc. 2. Lifespan bar is a needless frustration. A fast-paced game like this has no need for money sinks. If items are too cheap, make them less cheap. 3. Dragons should show up at regular intervals, say, one ever 8 days. 4. Reward persistence! Gold, more damage, more hit points, *something* for toughing it out and building up experience. +++ Finally, I'd like to say that I'm glad you're listening to us. You have something pretty nice here, it just needs a little tweaking to push it from "not bad" to "good" territory.

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(28)

avatar for propane_mailbox
propane_mailbox

Apr. 9, 2014

Under rating threshold (show) This game is too roguelike. It's entirely random whether you'll make it far enough to even reach a dragon. Not controlling any of the combat in the game makes it dependent on the events that you get.

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(14)

avatar for kaitovira
kaitovira

Apr. 8, 2014

Under rating threshold (show) first goal to get is gold voucher instead of upgrades :3 also get ready for one elixir for survive and prepare to buy the gold voucher or upgrade your armor when your hp reach 200 or less depend the enemy dmg :3 also upgrade your weapon/armor when you have 500++ gold and 2 or more bladesmith/armorsmith in next move :3 also you must buy divine edge on day 10/11 to prepare fight the dragon or you can maximize your weapon and armor upgrade before meet the dragon and use elixir at good timing(elixir heal full health) :3 also you must restore your lifespan on soulshrine when ur lifespan meet 23% or less. you musn't restore when the lifespan still on 30% or more, the soulshrine will come again :3 that's all my suggestion for you all fella ~ :)

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(14)

avatar for AquaDraco
AquaDraco

Apr. 12, 2014

Under rating threshold (show) My first mistake was forgetting to bring Divine Edge with me... my second mistake was mistakenly thinking there was only one dragon.

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(6)

avatar for player987
player987

Oct. 28, 2012

Under rating threshold (show) I give up... This is just too random for me.

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(7)

avatar for Maruset
Maruset

Oct. 28, 2012

Under rating threshold (show) This game could use some significant speeding up. If there's no progression from one playthrough to the next and it's expected to need many playthroughs and they're all the same, they need to be much, much faster. Also, speed up or allow the skipping of the levelup/score screen please.

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(7)

avatar for Asher3
Asher3

Oct. 28, 2012

Under rating threshold (show) Thank god I already got this badge. And like last time I will say that leveling up needs to have an in-game benefit because for people like me who have absolutely no interest in score leveling up is completely pointless. Hope you make some improvements for the sequel because this could be a great game but right now its only a 3/5 for me

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(10)

avatar for dorestes
dorestes

Oct. 28, 2012

Under rating threshold (show) I left this hard badge for later when this game first came out. Coming back to it and having wasted an hour on dumb luck failure, I remembered why I ignored this badge. Game is seriously broken.

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(10)

avatar for Arian1001
Arian1001

Jan. 11, 2014

Under rating threshold (show) Great game. Suggestions to make smoother gameplay: - dragons first after day 10 (day 8 too early) - gold token and divine edge first after day 5 - allow to use potion out of battle - it's stupid to replace full bottle with other item - allow to buy armor after level 10 - just replenish HP (no more bonus HP)

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(9)

avatar for fuzzymunkey1
fuzzymunkey1

Dec. 3, 2011

Under rating threshold (show) Initially, this game is really fun. Then, after the first two or three run-throughs, you notice that your "levels" don't actually mean anything. I personally respond positively to being rewarded when I do successful things, so the lack of a reward system is extremely disappointing to me. I think that Sigmund Freud would agree. The randomness, combined with the lack of any form of reward for success, makes this game tiresome and annoying.

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(25)

avatar for Seal3Alfa
Seal3Alfa

Nov. 27, 2011

Under rating threshold (show) I finished all there is in the game (outside that never-ending concept). Nut sure if it is part of the weird concept of unwinnable game, but since I got top armour I could heal only with elixir. But I need that slot for divine edge to survive dragons. In the end, paradoxically your own top armour is what kills you. If I try to find the message in this game its the creepy one. In most games the outcome is what you actively do that changes your virtual life. In this one, no matter what you do, your just buying a little time and even that is mostly based on luck, you are doomed. All that is left is the score. Frankly I am not sure it have good gamelay, but technically its good, quite original and made me think about.

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(25)

avatar for deBug121
deBug121

Nov. 24, 2011

Under rating threshold (show) This is great. The music's epic, so is the concept. but balance is an issue. Wolves in particular annoy me, getting in like five hits at once. 4/5 for some balance issues.

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(72)

Developer response from Mintsphere

Game rebalanced, battle is made slower but now it wont be too extreme like the last version was. Also upgrading weapon is now more essential. Wolves are also nerfed!

avatar for ihavenoname4
ihavenoname4

Jun. 28, 2012

Under rating threshold (show) The dragon IS killable without using a divine edge, but you would have to go into battle with full hp and use an elixir instead right when you're one hit from dying. If you time it correctly, and get a bit lucky, you can kill the dragon and have around half hp left

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(9)

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