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What I would have preferred: leveling up didn't mean monsters kept getting tougher. Instead, just create 3 dungeon types (easy,med,hard) and add 4-8 more monster types. It really made me unappreciate/hate level'ing up, and that is a cornerstone for liking a game like this.
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Wish there was a guide or help to display tips like: Items are stack-able, talk to closest town for help with that dungeon (or talk to red guy if you want to less general), the more you level up harder it gets, everyone in town sells at different prices, axe can destroy a wall.
Also, would be appreciated to have a permanent hover state on any of the items. I couldn't differentiate which item was worth more/break less.
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I'm really enjoying this game. Played it for a couple of hours now. Took a while to get the hang of initially, but after that it's good fun. Taken out the Harpy so far, and found the Satyr, but not sure how to defeat him. Do I have to first find the person to ask me to kill him?
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I like this and want to see it get better. Here are some 5-minute thoughts:
* The art is working against playability because all the tiles are "noisy" with very contrasting brightness so you can't tell apart foreground and background elements. This could be fixed by giving different classes of tiles different brightness and keeping contrast within a tile more subtle.
* I'm not getting enough feedback in combat. I didn't take the effort to look carefully at my hitpoint counter or the messages so I didn't even notice I was hurt until I was already dead. More sound and some kind of animation or procedural effect(a glow on changing text for example) would help this.
* I wish I was able to compare my equipment in ways besides dropping them onto my character. A "tooltip" style description of the item's name and status effects is what I'm thinking of.
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After reading the newer comments, I have a suggestion:
Why don't you have any sacred weapons that have been received but dropped somewhere available to be picked up at the altar? I have no idea how your code is written, but guessing by the fact that items remain where they are I'm assuming you give each item a location. Comparing the players location to a dropped artifact each time the player enters or leaves a dungeon/town would be a sufficient check to move the artifact to the altar.
Just a thought, :p.
I would also suggest maybe having potions healing a percentage of health max health instead of a static 10, as that would give purpose to increasing HP at level ups (It's my opinion that increasing HP is a waste since your health is measured more in potions then your total HP anyway...)
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Well, if it was called the sacred sword at the beginning then I guess I just missed that. You'll have to excuse me for not wanting to restart the whole game, at this point, just to look at initial message. Heh. Finally found the Sphinx's town, & got the list of answers, only to be asked the classic riddle (for which I didn't need hints). Such is life. *Goes back to sword hunting in cleared caves...*
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Get hints for it by talking to the crazy townspeople (they will say all the answers in one go) at the nearest town (or wherever the NPC who asked you to kill the Sphinx is).
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Well, I didn't exactly tell the user you needed the sword to kill the Minotaur, but it is called "the sacred sword." Sorry.
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While it's nice to know (now) that I started with the relic weapon, it is stated repeatedly in game that there are *5* relics, and when you get all 5 of the sacred armor, you get a message to go to the Minotaur. When starting the game, is the player told that their starting weapon is *the* sacred weapon they'll need to fight the Minotaur? I obviously don't remember. I dropped it pretty quickly as even the maces were better. I hope I can refind it soon... the snakes & wolves are doing 5dmg/attack. Current Stats: 1064 XP 43HP 61ATK 70DEF. *Which cave did I drop that sword in anyway...?*
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@CluelessWonder: First of all, I am impressed that you played for so long, but in answer to your questions: 1. You start the game with the indestructible weapon (the sacred sword) and its attack goes up once you have the 5 armor pieces. 2. The reason lesser monsters do more to you, is because you have achieved a level I didn't think anyone would reach. If you had played through the game as quickly as possible, for instance, the greater monsters would always do more damage overall (with the possible exception of reapers). 3. I'll fix that text. It was just that you typically would go to the Minotaur once you have all 6 sacred items (including the sword). 4. Yes, there are clues in game. Talk to the crazy people in the town closest to the dungeon with the Sphinx. They should spout off a whole string of words that answer each one of the questions. 5. Equip the sacred sword (the weapon you start with), if you know where you put it, and then go to the Minotaur's cave.
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Not bad, I kinda like it. However, I have a few questions: 1. Where is the indestructible weapon? Currently I am buying out entire towns of gladiuses/weapons just to make it through a dungeon w/o running out of weapons. It takes me 4-8 gladiuses to clear a dungeon. 2. Why if a dungeon is filled with 'lesser monsters' and a Harpy/Satyr/etc. do these 'lesser monsters' average 4-6 per hit on me, while the dungeon boss does 1 per hit on me? For the record that was with full sacred armor and 64 Def. 3. Zeus tells me to help kill the Chimera to receive a sacred item, but by the time I do, I have the 5 *already* from elsewhere, and get a mere 500gold. Er, what? 4. Are there any clues ingame to the Sphinx's riddle? 5. I have (and am wearing) all the sacred armor, yet am still not allowed inside the Minotaur's cave. I have also defeated 7 of the 8 Monsters in the 8 dungeons, and the Sphinx's dungeon is clear except for the Sphinx. What do I need to do to enter the Minotaur's cave?
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@Faux: Torches are used by being put in the offhand (where the shield goes). Equip the bow and press the direction of the enemy to fire arrows at it.
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I've always loved these types of games. This one is no different, even with it's flaws I had fun playing it. My suggestion is to put in a way to examine items and objects. It wouldn't even have to tell you what the stats of the item or enemy was, just what it was. More than once I had no idea what I was looking at bought a piece of armour thinking it belongs in a different slot than it actually did.
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I'm starting to see how the item descriptions work. A bit complicated, but not bad. It would be better if you gave descriptions without having to talk to the people.
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For some reason I move 2 spaces instead of 1 soooo... it is difficult to get anywhere.
I cannot seem to find the monster and I am getting tired of looking.
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To the developer: If you want to make a good "286 era RPG" like this, try playing the Geneforge series to get an idea of what you should be doing. And get someone else to do your graphics. 1/5 Terry S
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setting the quality to low got rid of the lag for me. This game might not be perfect but it uses up more time with less mouse mashing than others. *rated up* because i want to see it improved.
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I want to play, and I tried . Way to laggy, mazes are just completley stupid. Had to quit at over 120 exp so obviously I tried. I want to rate this high to encourage games like this but, it needs alot of work. First off I should be able to see stats of items outside of a shop, make something worthwhile if I chose to go through the mazes I went through two and got nothing but exp and basic items. Maybe a better system of mapping Frustrating to walk for hours without an idea of where I'm going, the zoom in works but it's needs improving. Make it better and you may have something here.
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I really wanted to like this game but found the mazes infuriating. I tried to like this game longer than I should have. for that 2 stars. I found it difficult to navigate all the maps, in dungeons and in the open.
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For some reason, i am hitting real low damage i was hitting like 30's now im hitting like 5-10 even on snakes........
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I fould a huge glitch, when I loaded my game I became invisable and when I finaly found my way to the exit of the town I found myself blocking the exit.