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It's not a bad idea and I kind of liked it, but one thing that did really annoy me is that after beating the final boss I could not go back in and replay that last fight to get gold. I had gold on every level up to that point and that just .... ruined it. :(
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@Joe Cassano The trophies are different from the ones in achievements. You're supposed to finish a battle in the allotted number of moves to earn the trophies for the trophy shop. Yea, it's confusing since they look the same.
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I've.. achieved 10 achievements, yet I got only 4 "statuettes" that one gets to spend in "TROPHY shop." That's annoying.. I am not sure how to fix it cause I sorta despire CheatEngine. :/ Like the game otherwise..
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@wasteb: Heals and shields can't be chained above 3, looks like chaining 3 together ends your turn even if you start with a combo piece.
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i assume this is a bug, not sure if it was reported, but combo square doesn't let you chain onto another color after heal.
combo->heal->heal->heal->completes turn
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needs to have a restart button because if you get a bad combo you only get one or two new squares a turn. A way to fix this is having the ability to lose your turn to get a new set of blocks
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slow down after a while, dificult to select enemies (hit zones), long casting animations (choppy gameplay) -> overall great concept but bad coding 2/5
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I feel there should be a way of targeting more than one enemy. If an enemy is at 1HP I want to be able to finish him but also I don't wanna lose one turn just to attack him once. Or am I missing something?
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Easy tips to get the hard badge:
- Play manipulator: Max third skill first, followed by first skill.
- Invest into two attributes to max out through items (Martial and Melee worked for me)
- Save up combo blocks that are not invested into; and use the conversion to one of your invested attributes for big combos
- Save stat points for when you need them (end stage you should invest stat points into HP, as it gives you 2 HP per stat versus 1 to the other attributes)
I cleared the game without using any of the power ups.
Upvote this.
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I checked all three classes, and found that Scoundrel was by a huge margin the best class, solely because you can re-randomize the board one time for free. That can make all the difference.
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"You're locked out of your save if you finish the last mission." I just found that out too, that's a shame, it should really let you continue if you want to. Anyway, having completed it, if you're just after the 50 badge points, I'd go all hitpoints each level on stats and all attack on gear, and use up those consumables since you can't continue after you beat the game. As it's better to get attack skills from gear, and higher hitpoints seems to boost the heal chain (I was healing for over 50 hitpoints with it).
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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.