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This could be a really great game! But it's like the developer didn't polish it. These are some of the issues I found in 1 play through:
-The opening story has a giant run on sentence. It makes the developers look ignorant.
-Occasionally, the character will take damage from the bandit archers when no arrows are even close to him
-Northern Plains save point cave has mushrooms that can't be chopped.
-Gold Slayer description typo
-After using a poison cure, the info label still says "Poisoned!"
-Taranchula on the south side of the SouthWest Island spawns on a cactus and can't move
-Blatantly plagiarizing Nintendo creatures isn't cool.
-The lack of invincibility after being hit, as mentioned by many others
-Top transition on the south side of the SouthEast island doesn't line up allowing me to skip "Near The End" quest if I wanted.
So much of the game is well done. Why skip over these small polishing issues? These small issues build up into a pretty big list of problems! For now, 3/5.
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Game gets boring as it progress more. nothing new mechnics, just number-added high hp monsters, repeative quest keeps coming, with all-same monsters and annoying poison. its fun for first hour, but repeating same play for 4 hour is not fun at all.
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Another problem of this game is a complete lack of consistency in what can and cannot be pushed. I got stuck trying to find the swimming manual until I realized that I could push one of the blocks, one that happened to look exactly the same as every single block in the entire dungeon. Anything in this game remotely similar to a pushing puzzle is really a "guess which one is pushable". I would understand if such camouflaged pushable blocks hid secret treasures, but putting them in the main questline is frustrating and stupid.
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This game in unnecessarily long... The area are just boring one way throughs that you need to hit each monster going to and back 10 times... this is the second star it has lost. The first was putting any banner/clickable object whether anyone clicks it or not in the playing field.
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This game has so many flaws I'm very shocked a game like this got badges 1/5 without question.... stop making these kinds of games because you're obviously not good at it.
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When you reach Pandora's Cave, there is a hidden warp to the NE of the terminal that will take you directly to the summoner. (I stumbled on it after taking the wrong stairs (the left one) that warps you back to the beginning)
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Okay that guy on the doom island is misleading... I spent 5 minutes looking for red slimes when i should have been killing beetles.
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u need to save to get the kills i think.
and having problem with learning the pushing book as well. most likely just overlooking something.
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So I did go back and talk to grandpa, pre-sequel. He thanks me for my help. Too bad my character is as mute as Gordon Freeman.
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Teleport system has fixed prices, they just are different for different locations. Needs too much grinding before you get enough money to get better weapons. Axes do the most damage, swords are faster. You can get some weapons as quest rewards but buying is the key. So invest points in money collector. You need mouse for shops and leveling up. Customize your keys for arrow key movement and whatever key you wish to wear out attacking.
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Its the later enemies that can poison, but thinking about it after posting my comment, there's not many enemies that can poison in the first place so my initial post is moot (kinda). But more of an, "There should be a limit" regarding status effects; I died testing it out to see if poison would drop off before I died (saved before testing of course). I still died. u__u And this was from full health of 1K hp.
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Why can poison drop off the enemies but perma on you unless you pot up? Should be a limit I'd say considering how long it takes to kill some enemies; granted its not hard to kill them, just lengthy.
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Also, this game would be more interesting if there were a powerful boss at the end (one that does more than ~200 damage per hit), and if there were more explanation about the enemies you face.
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Avatars from RPG Maker ... Trees directly from Zelda ... I didn't even bother going past the first message box, i was already disapointed.
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For those who don't know how to use the push manual, here is how: When acquired, the push becomes a skill. Just level up one time, and you'll see the new push skill with the others. Just allocate one skill point to the push, and that is all you need.
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Because when I think Legend of Zelda, I think "Man, this game just needs grinding, terrible music, and a complete lack of characterization or storyline! Then it would be perfect!"
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First, sound options belong in the main menu screen, not only available after going into a new/continued game. Second, the controls are just clunky: it cannot decide if it's a mouse driven game or a keyboard driven game and I'm constantly removing my hands from the keyboard to use the mouse. There are other gameplay issues, but those are the primary offenders.
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Game Guide: Use swords, spend stat points on only strength, spend skill points on Money Collector until at 20, then Student to like 10 and then Sword Mastery to 20. Play through the game normally and keep buying better swords. Grind in the sewers and save up 45K to buy the Golden Flame sword which is located in the shop in the very first town 'Boon'. Now you will be hitting for 400-500 per hit. +1 to Keep this alive.
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Simple controls, upgrade/experience system, very Zelda-esq. Loved it. As most people have pointed out, there are definite places to expand and polish, but I thoroughly enjoyed this game.