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I didn't get the Shrine blue print until the last island and it made the game SO much easier in that my initial 3 attack per turn were doing 50k hit points of damage. Do not recommend spending souls on buying skills points or any other things except improving your sword only. I finished the game with about 5200 hp and 1100 mp. I bought all of the Knight items and enough of the Mage and Demonic items to get 50% heal and all items for increasing mp, strength and hp
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The game is not so hard as it is time consuming, A lot of time is needed to go through the repetitive gameplay which makes this boring, dull, uninteresting to play. Please make some changes in the combat system. The achievements give so few points for the time it is needed for them to be done.
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For those wondering how to get past the first castle, click the footman twice. You have to bring two frontline units, but they can be the same type. It doesn't really explain that part very well.
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I think the turn system is amazing because its not just spamming attack its 3 attacks in one but that system is also bad because my auto attacks give me mana and for example i am 1 mana short of a important lifestealing skill but i need to wait for next ROUND before i can regain the mana and that could risk my life
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"Dark Force: A land of pure evil. Explorers who attempted to explore Dark Force did not return."
Why is there a map, then? *gasps and dies*
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The basis for a good RPG fighting game is here, but I feel like there isn't enough complexity to make the combat truly engaging. The battles are mostly brute-strength affairs, and having to fight one after the other becomes a bit tedious. The castle sieges, while a good idea in theory, quickly suffer from the same problem: you know whether you're going to win before they even start. The game is entertaining as it is, but I feel that with more unusual skill trees and more diverse enemy attacks that require strategic planning, it could have been much better.
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some ideas:
- add "use last options" for sieges...don't wanna click the same units on the same targets again and again ;)
- add "magic auto combat" option to fights...I fully specced into mage first and using "auto combat" wasnt quite useful for me :/
- show current status-effects (regen, shields, silence etc.)...otherwise it's sometimes hard to tell whether regen 1 is still active or silence still in effect...
- the dispell-spell should be castable when silenced...silence is the only real status effect I wanna remove and that spell is supressed by silence
question:
- why do enemies have 4 turns in sieges but I only have 3?
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I like the game, overall, it's nice, even if it's a little too grind-based for my taste. But there are a couple things you HAVE to fix. 1) We need some sort of text to indicate what statuses we have active I.E regenerate, weaken and 2) the AI is total crap. I mean, what's the purpose of casting regenerate and then dispel? Or to cast five times in a row some spell that doesn't stack with itself? Come on!
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Could've mentioned that Glowing Ambition II doesn't do ANYTHING without Glowing Ambition I. Kind of a waste of 20 skill points.
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Decent gameplay but OH MY GOD IS IT REDUNDANT! I had to really force myself to get through the first land mass. Dev- Please update it... When all of your top 5 comments are game suggestions that should be an indicator that your work is not finished..
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When I use a magic potion as my first action, why I cannot use spells for the remaining two slots? This is exactly the reason why I want to use the potion.
No buff status feedback.
When there's only one army left of the enemy, why do I have to manually set my armies to attack that single army?
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SPOILER
What i dont get is why is the necromancer the strongest and final boss if in the storyline (for those that read it) the great elder says he bested the necromancer guy in combat?
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Pretty cool game. I do have to agree with everyone else about the game being repetitive and the siege scenes being slow. However, the sheer size of the game is pretty cool. Overall, I'd give this game a 4/5
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REALLY needs a pre-load screen with a percentage to show how far along. Staring at a blue flash with no feedback makes it hard to determine if it's broken or just slow-downloading.
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Soul could scale with the enemy's level as well, not just money =/ Or add a soul market or something of such a sort. Or Soul gambling for all I care, but something to get more souls.
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The game is good but there are a few problems that should be addressed if there is a sequel.
1. After level 50 or so you can't get any more souls so you're stuck with what you have. Yes, even the 3rd tournament no longer gives souls after that point.
2. The castle sieges are tedious before you get catapults and the dragon and too easy when you do have them. Just attack the castle with the dragon and 2 catapults and after one turn to a few turns you win.
3. You're pretty much invincible when you build a lot of Shrines (blueprints acquired in Dark Force, the final area).
4. Since you can't get souls after level 50 or so, there's nothing to do but repeat the 3rd tournament to level up and get pointless gold.
The game was fun while it lasted, though. I'm sure the sequel will improve on the flaws. Good luck, BenSpyda.
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fun game but good lord it needs to be scaled down. if you can defeat a werewolf once, you can do it 20 times...becomes very mindless, to say the least. I really do like it though. Music's great, and very funny. I may come back and get the hard badges but idk
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It'd be cool and also pretty useful if you could see the effect of your abilities over your opponents. For example, if they're stunned, spirals/stars over their head. If you activate Glowing Ambition, you should keep that aura until it wears off.
Nonetheless, I really like this game, and it's not very buggy like some of the other games in the Lethal series! Very fun! 4/5
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Boring, repetitive gameplay. Bad interface.
Gotta love when the critical hit zone is at the very beginning of the bar so it's impossible to hit.
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It would be nice if you told us this simple thing: That in order to get past the first couple of castles you are allowed to click the first unlocked unit twice. Nowhere does it tell us that we can do that from the start. So we either have to guess, or search through all the comments until we find someone that already knows.
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Important note for anyone attempting badge of the day. The amount of souls are only counted once you level up. Meaning you need to level up with 20 souls for the easy badge.
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I just got bored after awhile as the fights were really just....boring and didn't feel very strategic, hard or that there was any kind of escalation or advancement in the gameplay, just the same, repetitive thing as before, just more health on both sides.
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The game is extremely boring, repetitive, and the graphics are very poorly drawn. If there weren't dozens and dozens of battles against the same enemy, I wouldn't be complaining. But honestly how lazy can you be that you just make the player win slow fight after slow fight without even changing the enemy.
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To those who are wondering... you get one soul per battle.Spoiler: I just finished the game and have all blueprints and most skills but have found no way to gain more souls per battle. Simply because every enemy only have one soul. Thus.... you think the battle mode where you defeat other army could give you lot of souls but it seems to give no reward.
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As soon as you get catapults, only take those, no archer or so.Just keep shooting castles with them, ignore the defenders. Much faster than killing defs. + so others can see
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he has a free hand while wielding the sword. why does he feel the need to waste time thrusting it into the ground and casting a spell, then picking it back up. bit tedious.