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Take the gameboy zelda graphics. Add in some graphics in the same style. Green octoroks=green slimes, blue gels=blue slimes. Make everything take tons hits to kill, add in a stat system that seems balanced to have more stats per level than you get. Make common zelda items require you to find them, then put a stat point in to actually use them. And make the xp system force you to grind on either enemies that you can one shot for little xp, or enemies that take TONS of hits for just a bit more. And have the next level keep requiring more and more xp just so you can get 1-2 more damage per level. So that you're better off grinding money and buying the best weapon you can, so that you can one or two shot the big tough enemies. And then find out that the next area enemies take tons of hits even WITH your new weapon. Oh and have quests that give bad weapons, ones that you need something better than the reward to actually beat in a short time. You get this game.
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Dunno what you guys are talking about as to the enemies being too hard to kill. I'm building strength/luck with dagger mastery and I'm pretty much killing everything I come across in 1-3 hits. You can build tanky in this game, but don't expect to kill everything super fast. 5/5
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I was poisoned by a snake, and the venom never wore off. I went through 4 healing items, and 2 points of health would be taken every time I took a step.
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Not a terrible game overall considering some of the awful, tragic game design. There is no indication of which stones you can move and which you can't making the puzzles a matter of guesswork. No locations are labelled making it hard to find where to turn in quests and where to go next, which might not be such a problem were the map not a totally unintuitive smattering of random crap. The enemies are really annoying in all the worst ways with guaranteed kill poison (carry antidotes, lots of 'em, always!), enemy spawns at the very edge of the screen where they can hit you during a scene transition, and very tough enemies that require no strategy. Given all that, the rapid leveling is pretty satisfying. Character build: 20 points to Student, 20 to Swords, 20 to Natural Armor, 3 to Axes, rest to Berserker.
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i get the book to push rocks at the end of the dungeon... the only way to progress is to push a rock... i can't push anything... i can't use the book... i guess i won since this is the end of the game...
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Starting enemies shouldn't be able to constantly damage you, especially if base health is less than 30. 1 screw-up = death is an endgame concept, not for the first 5 minutes
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This game is underrated. Its little repeating, and boring after a while, but if played one hour a day, its good. 4,1/5
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I was playing along, having fun, cleared out the whole mausoleum except for one bat ... and he gets stuck on my head. Can't run, can't hit him, jump into the water, still there, dead from full health in three seconds flat. Screw bats, man.
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You should make us able to walk and attack at the same time. And increase the invincible time after being hit, I've been killed countless times because i could not recover after being hit.
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The quest list should have the newest quests first instead of last and like suckmyball said the balance of everything could use a look over.
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I was being relatively nicer and trying to offer suggestions with my earlier comment, but the addition of badges is just additional insult to our good tastes on top of everything else. This wouldn't be the first mediocre at best game to get badges, but when it's so transparently obvious the creator's just phoning it in, I just lose my patience. Sadly, I don't think the game creator will learn judging from previous reactions to comments I've seen from them, including flat out denial on the unoriginal art front and justifying it with the homage excuse (I've seen far better Zelda homages than this with more sign of effort).
Really, the creator should've just taken this game down in shame in the first place and worked on improving their skills.
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I reallly can't believe this terrible knockoff with non-working mechanisms like skill and stat upgrades that don't do anything as far as I can tell, unoriginal sprites, unoriginal avatars (they're available for free usage, but it still says something about your game in general), tedious enemies that take too long to kill, etc. actually got badges. This flat out confirms to me that Kongregate's staff has zero taste at all, if they can choose a game created by an obviously untalented hack without even the game design sense to make up for the copied art and such.
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i think that when you get posion
you dont get it forever!
i cant have anti venom all the time, it would be more sense if we had it for a few seconds then untill we die, as i cant run to find a shop really fast
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If you would reduce the recoil, i could land much more hits per second => less annoying fights, especially with ranged units
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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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I just died becouse of poison from snake. I din't have a poison icon but i still took damage. A had three healing potions but I quiqly used them to heal myself but that didn't helped me. I thaink it's serious bug!
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It's like someone took a poor LoZ romhack, and thought to themselves: "You know what people would really love? Level-grinding, pointless quests, and monsters that take a few hundred hits to kill!" So yeah, I don't like this game. 2/5 for keeping the LoZ hitboxes the same so I could kill anything while hiding in a corner.
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Why is there this weird shortcut in the last dungeon? You walk right of the first save point and go up, and it treats it like stairs putting you at the end. Was that intended?