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if there was a quick way to restart battles, this game wouldn't be half bad. But I'm getting extremely frustrated with getting unlucky on the first randomization and then being screwed for the rest of the battle because everything is so luck-based. If I at least had an option to quickly exit and rejoin, or to restart the battle, this wouldn't be so bad, but you're expecting us to do a ton of grinding just to pass some levels because we have to rely on luck so heavily and have to battle ALL the way until the end. It's a bit silly. A bigger tiles area or a way to increase the chances of certain tiles would have been a nice addition.
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You might aswell turn the game an Action RPG, this doesn't make it unique, but rather Poorly developed. the Grid's too small you need to atleast play the game several times to get Gold.
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You're locked out of your save if you finish the last mission. So if you don't get gold, you're never getting gold. GAME DESIGN!
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The problem is that shields and heals are nearly useless. The enemy can easily match, if not outpace heals, and shields last a single turn and only prevent a small amount of damage. A larger board would help, but I would still rarely choose either over straight up damage, unless all my damage squares are useless.
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Agree with top comments, the tile layout is just too luck based and requires replaying until you get the right patterns
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Neat idea but poorly executed. As I see mentioned many times, the grid is too small. Combos can not be done reliably, especially of the desired colors. I also don't like how each armor stack is independent, meaning that if I use an orange attack on an almost depleted orange bar, it still only kills that bar. It's not as bad that armor is separate from health in that regard.
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For higher overall stats, purchase skill points on HP and get fighting skills on equipment. This is because 1 SP = 2 HP or 1 fighting skill, whereas on gear you get either 1 HP or 1 Skill on a weapon per level, so HP is worth half as much on gear. You can either have 1 skill higher than the others and use that one for generic and HP damage, or focus on 3 skills. There's not much point focusing on all 4 because, you'll always have a choice between at least 2, and the level of a skill doesn't matter if it's the same colour as a shield, so your weakest skill will always have at least as much strength as your strongest skill in that situation. Equipment with an orange aura will have slightly higher stats for it's level.
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Has a nice feel to it but uses a ton of memory and the Armor Pierce ability is bugged. Great music though and addictive game nonetheless.
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Too fricking small a grid i can't get any good combos and ive run out of dice simply because im working 5 hours on getting a god damn golden trophy
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Up+down arrow switches target if for some reason an enemy is on top of another. Fire icon lets you chain 2 strings together, you can string 2 fire icons together to chain 3 strings too (Fire+string+Fire+string+string).
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I love the game, and would enjoy it even more if I could choose to turn off the music OR effects, instead of all sound.
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This game is nice, but there are so many wrong things that it's a shame.
1) the 4x3 grid is too limiting, and after a few missions your only way to win is to start with exactly what you need.
2) there is no "restart battle" button, which would half compensate the problem above
3) the RAM usage reached 1.5 GB after a while! At least there is the auto-save function, otherwise I would have given 1/5 instantly.
4) buying dice with gold trophies is awful.
5) no tutorial at all...
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Match 3 is match 3, but there's little skill when it's only a 3x4 for a board. I've noticed a few slow down issues. An options menu during battle would indeed be helpful, and appreciated. A flee option would be nice when you're trying to get a golden trophy, and... you have only Match-1's, and at least 4 defense tiles, and healing tiles. Not bad, but if I want to play something like this, there are a lot of other games that do it better. The story doesn't seem to be very good, the first few chapters had story elements and then... "You're kidnapped, now do random battles. Now do more random battles." It feels very much like an excuse.
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Nicely done game. As others have mentioned, a "flee battle" or reset option would be really helpful. I see the dev hasn't signed on in almost a year and the dev's domain is up for sale, so I'm not holding out hope, but an update or sequel would be awesome.
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The game comes to a crawl after you hit the werewolf fight. I had to do a 10 minute refresh to get it working again on 2 occasions so far. I am halfway though the game. It may be a little buggy if you want to get the hard badge.
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Very pretty but waaaay too luck based. The grid is too small to make combinations most of the time, or I end up with no color that I need present.
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The game really needs a flee battle bar. When I'm up against 3 enemies that all have like 5 armor bars and hit 4 damage apiece and I start off with none of the elements they're weak against, I don't want to slog through 10 rounds of useless battle before getting bumped back to the equipment/battle select screens.
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Defense tokens either need a mass buff, or to be removed completely. In the early chapters, enemies don't do enough damage for defense to be a concern, and in the later chapters they're only useful in stalling for time, and then only if you manage to get 3, otherwise you're still going to take damage. And I'm only stalling for time because I'm getting defense tokens instead of the tokens I need.
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Important tip: The color of the opponent's current health bar symbolized the weaknes it has. A blue health bar can be one-shot with a blue attack, no matter the strength. Same for red, orange and purple of course.
Took me a while to figure that out, but it made the game A LOT easier - and in the end fights it was pretty much necessary to know this.
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Great ideas...but poor execution. Damage should REALLY follow through. What'sthe point in getting huge combos when they're wasted by amost dead opponents? Even more frustrating: half of your combo's blow are actually only used to end up one of your many opponents almost empty health bar. This means that you basically need two blow to kill one bar, no matter the opponent. You would want to frustrate the players that you couldn't do better. Except maybe by adding hell level freeze every other 10 fights...