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Fun game ;) Although a bit short :/ I'd like to be able to get my all abilities up to lvl 5 and have a few addidional skill points to spend for characteristics ;D Because when i have a choice i prefer putting points into skills... Besides the librarian had too little oportunities for fight he lvled up just a few times :/ I demand a sequel! ;P
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This game and Storyline are both epic, However it needs more decision moments. There are only 4 choice yet! I am looking forward for the new version of the game. It was better then most of the Kongregate games, especially the Storyline.
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One trick with the recovery model: When a party member is taken down, the next time you get a chance to do so, open their Attributes panel and reset everything into hit points. I started calling this "putting them to bed" in my head. They will heal substantially faster, and when they're done healing, you can respec them back again. Don't know if this needs a fix - honestly it felt like the kind of clever trick that you feel good for finding out. And in a (hypothetical) Nightmare difficulty, it'd definitely be necessary.
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A few skills have their utility hidden in the upper tiers; for instance, Last Flake's "Acceleration" skill. I read its L1 description, then that of one point (let alone two) in the Attack stat, and concluded that it was either a typo of some kind, or else it was only going to be useful once you'd maxed out Attack. Putting more points into it, experimentally, I see that it actually scales upward faster than linearly, which is definitely not apparent at first. More generally: even just highlighting the changes that will come when you hover over the + button would be useful - for instance, when Heal goes from one "strike" to two, that's a very big deal, and it's rather hidden right now.
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Hit points and Con definitely pull their own weight compared to the average skill; Attack feels slightly understrength by comparison, while putting points in Damage feels like a complete waste, the way you've got the scaling set up. I strongly suggest at least giving the same 2:1 as you get when putting points into the other attributes, if not 3:1, here.
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Bravo - well done! Amazingly subtle gameplay, and very good balance. I was particularly tickled by the way each character has their own distinct levelup screen - in particular the Librarian's. You could probably play that up even a little more - put the detective's skills into folders, etc. If it were only that, without the very large play differences between the characters, it'd be worse than nothing... but since you do have those distinctions in gameplay, the character-screen graphics just add further.
I concur with some comments upthread about Flake; her regeneration ability is definitely the only "broken" strategy I saw, since you could put everything into that and just walk through encounters. As a thought, make the rate Con(centration) dependent... so she heals faster when dropping back into a defensive stance than when fighting more aggressively.
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The lag on the needle slows it down a little, but makes it too unpredictable. Sometimes, it feels like I'm just rolling a die instead of actually trying to hit the mark, it's so random.
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I had something down to 19 health, hit it for 24, it regenerated 7, and it had 19 health left. Does this math make sense to anyone else?
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This kind of elegance in flash design is a rare treat. Every character had a unique play style and setting to match. Every skill was usefull and almost every stat had a time to level it up (a few skills were less efficient counterparts to stats), and the difficulty curve was perfect for me (I did a hard play through). I liked the mix of timing based combat with character build strategy.
Very well built game and in perfect time for Halloween. 5/5 I'm telling my friends about this game.
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I can see this gameplay taking off, but there are some issues. In the beginning, we don't need to go to the map if we're just there to press continue. The 'attributes' screen should have a button to select this person, so you don't have to click back, then the picture, then okay. Let us know when a character gets a level up. Clicking the mouse still seems to cause the needle to trigger behind where I clicked.
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Aside from the already reported bugs, the only thing that I can say might need balancing is the poison aspect. It seems every enemy can poison you and it's sort of outrageous, I'd recommend taking that ability off of a couple of creatures.
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"Wait a moment, I think I heard something and the train slowly slowed down." Mr Marco! You aren't supposed to read the stage directions!
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stupid fuking game keeps laggin so i cant get the shot right! fuk this game, good idea and wasnt to bad but that lagg is rlly pissin me off! 4/5
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1) You can find out what a skill does in it's next level by hovering over the "+" button, while hovering over it tells you its current level.
2) You can read the full story text by moving the mouse-wheel down on the scroll where it displays text.
3)Some characters power comes out by maxing a skill; The librarian is pretty awesome when he can do a guaranteed 175 damage. Jack's Tiger Claw is also pretty awesome when you upgrade it fully and you can use it every other turn for 250% damage. And while it drains 21 hp from her, Last Flake's clawing move can hit 7 times at max level, while her bite usually hits for 100 & heals 25. Consequently, I find the student and the PI to be the least useful, though they can shave off a very nice amount of hitpoints before the others come in to clean up.
Also, if I may make a comment . . . this game seems almost like a playthrough of the boardgame Arkham Horror.
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For some reason after each battle the game will not let me click continue i have to load the game for it to move past the (insert monser) DEFEATED screen
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The effects and damage animations are taking too long. If playing fast for some rounds, the HP counter is still spinning for another 5 seconds until you can read your HP (and the enemy's HP).
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Interesting concept, stylistic gameplay. But I have to point out that Last Flake may be a little too strong of a character because with all ten points added at the end (five in regeneration 15%, and 5 in health for 200 hp) she regenerated 30 hp a turn passively, which means I defeated plant boss at the end with Flake alone without any loss of health (or any effort on my part) on the hardest difficulty setting. I would suggest either giving the increase in regeneration a more tapered effect (4/6/8/9/10% max hp), or changing it into an escalating probability (10/25/40/55/70% chance to heal 10% max hp).
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Really a great game. The combat and the plot combined give me a feeling of a Shin Megami Tensei game, Devil Survivor in particular. There are a few bugs (for example, Headshot never ever stunned anything ever) but it still holds up in spite of them.
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i'd like to know what the skill can offer me even if i don't put a point in it, knowing what the skill does will make me decide whether or not i want to put a skill point in it, because putting a point to know what the skill does, then finding out that it's useless defeats the purpose
You can check what the next level of skill does if you highlight the + button. And, if you find a particular skill useless, you can redistribute all points without penalty.
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I'm not really sure about this but I think that Head Hunter's third ability that restores % of HP doesn't really scale with his total HP but the HP he has at the start. So the % goes off his base 120 HP, raising HP to 140..etc. doesn't make the ability stronger (bug). The werewolf girl on the other hand doesn't have this bug, so she is freaking strong and I did most of the fights with her. 5/5
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Well, that was interesting. Great to finally see a story-telling game merged with an RPG using that slidebar, though I'd suggest that you clarify how skills are improved by a character's stats, the abbreviations like (CON) and (DAM) were kind of confusing especially when a skill is influenced by a stat which is described to influence a different kind of skill, maybe just make a simple list with the effects each skill has and what improves them, instead of writing a description of the skill and some skills/characters are seriously unbalanced. On the story-telling side, I loved the story (it will have a sequel right? Can't wait for it) though it was confusing to jump into each chapter without a little introduction, for example it would've been nice to know that Simon was addressing an audience before he started talking.
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i like how lag actually increases your changes by slowing down the pin, specially useful for the tiny hit area or aiming for crits/100%.
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Very, very nice art and interesting concept, but aside from that not much of a game. It's just a succession of fights that soon start looking all alike, with some text panels in-between and only a few choices that doesn't seem to do much.
Any way to make those birds stop singing without losing the sound effects?
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Addicting gameplay and good balance between characters. I wish there should be 2 separate sound buttons, one for the background and one for gameplay. Some of the background sounds were too high pitched for me to concentrate and made me lose my stride. Everything else 5/5
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Nice concept! I think it should have had a further clue or better ending for beating it on hard with all characters alive, but that's okay. Also, the deecive has a skill tha claims it can "stun" an enemy for a turn (50% chance at max level), but, though I used it every round, it never once stopped the enemy from attacking. Maybe look into that. Last, no one knew we needed to scroll text, so it seems to cut off in the middle of people talking. Keep in mind that many of us don't have a scroll wheel, i.e. touchpads on laptops. Still 5/5 for originality. :)
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if you "liked it" then shouldnt that be 3/5 because that is the description for 3/5
5/5 is for if you loved a game
I really liked it but it was bugging me that you have to click just after the bar goes past was always bugging me so that reduced my enjoyment so 3/5