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@Prodevel. You can resize the browser yourself. Simply hold down Control then use your scroll on your mouse an scroll it... up I think? to make the browser zoom in. Idk if this works for other programs such as Firefox but it does on IE. Hope it helps.
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I have a random issue. Out of no where, my guy started to move like a pixel every 5 seconds. His animation looks as if it was moving properly, but he is moving extremely slowly, and I can't seem to fix it. Any help with this?
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Looks like a great game, but I'd give you 3 more stars if you made it resizable with the browser (ctrl +/-) It's too small to play for me.
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Those hovering text boxes that explain the obvious are extremely obnoxious. They cover things I want to see, and are generally more intrusive than they are helpful. I would love an ability to toggle them off.
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I've seen a lot of complaints about the lack of a healer/inn, but to be honest, I find that this is not a big deal. On the first few levels, you are still gaining levels fairly quickly, so it wouldn't take much slime-killing to get a full heal. After those few levels, you should be able to get your clammy little hands on an item that raises your HP as time passes, or for each kill. Both my reward for doing the 'kill 20 wolves' quest and my reward for 'kill 100 slimes' had one of those attributes. At this point, all you have to do is wait a while, or go kill something easier and then come back.
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Here is a tip from when I first played. Go with falchion, upgrade thunder, and lots of HP and SP on kill. You can kill the monster multiple times if they are stunned upon death and/or you hit fast enough (the multi hit skill works wonders) so if you time it right, you can easily get in 10-15 kill shots.
Not sure if it is a bug or not or if it can be done in this version, but I made it through the previous version using that strategy. Saves a lot of lives and money!
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Always use three items when you're merging. The expected value is exactly one result per three inputs; the probabilistic expected value of using two or one item per reaction is one result per four inputs (half a chance to turn two into one means four per one, one-fourth chance to turn one into one means four per one again).
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Shayhi, you were probably going really slow because whatever you picked up from the treasure chest overencumbered you (you had too much weight).
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Great game, I feel a sense of seriousness with this music. At the same time it's an interesting concept with a good design on the units in the game. 5/5
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Still trying to figure out why you'd roll anything other than axe spec...doesn't seem to swing any faster with the weaker weapons, and axes do far and away the most damage. Plus the AOE on their passive final swing is very useful. Seriously, is there a reason why swords and blades are so comparatively gimped? Doesn't seem like there's much balance...
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main prob is when u die, you lose a good chunk fo exp and since when u lvl monsters give less exp, also this game has a LOT of grinding involved, plus you get quest that you cant even DO because the enemys are too powerful at the time, and when you die multiple times by accident you lose ALOT of exp so try and decrease exp loss on death or make enemys give more exp, anyway great game 5/5
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Agreed. There needs to be a better method of healing than potions, especially since at my level, to get fully healed, I need to buy a total of eight potions (merging two at a time into medium potions). That's ridiculous, especially if you're going to throw level 9 monsters at me who can kill me in two hits (when I'm level 8).
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Terrible character progression and dungeon pacing, poor and annoying inventory interface (seriously, just try moving potions around without wasting half of them), unresponsive controls, everything except the jump attacks is useless, and enemies are far too durable.
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I find this game a beauty. I liked the tiny characters design, the game itself has this minimalist visual. 'Minimalist' was my first thought on this game, it looked simple and sympathetic to me. Three slots for items, two for skills, nothing beyond what I'd like in a role playing action/adventure.
While plaiyng the tutorial I found some nicer, complexier structure within this game's engine, like the enchanting system.
There are a few things I didn't like: that white coloured TimesNewRoman growing list appearing as I slay down slimeys. Maybe the developer could find new ways to show that info (i.e. it could be like a bar that fades in showing the info, but located in the upper side of the screen). Also the sound quality could be better. Nothing wrong with the music or sound effetcs, they're great and give this game more seriousness, just the quality.
This game is worth badges. I'd be glad to conquer them.
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weird glitch I walked behind a treasure chest one time and it made me go very very slowly for the rest of the game I think it is only with that treasure chest though.
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a few suggestions are 1) add descriptions to some of the potions, like how much they recover,ect. 2) when your doing a quest show the rewards 3) make money drops more frequent, i hate going out and only getting like 100 gold for killing 50+ enemys 4) get rid of the empty chest thing, its really annoying, like MbalzEsHari said.
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Attention! Rate this up and it will get acheivements. Only high rated games get them. Its like eating cookies without milk...
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Rate "-" i dont care i try to put a skill in the skill slot but when i drag it and click to put the skill it DISSAPEAR >_<
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Awsome i was addicted to the other game time to spend more hours of my day on this woo! Kong needs more games like this!
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decent game, though a few tweaks would make it much better. first there is no reason that a chest should drop from an enemy only to yield nothing, either make it so that chests drop less often, or put cheap small potions, or maybe a small amount of gold, then take away the unnecessary grind portion, some grind is ok, but i shouldnt have to kill slime for hours just to learn that i still cant take on higher level slime.