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Restating before it drops too low: Adventurers need to PASS OVER a bag of Gold, or they won't pass on to the next Level. Simply having a bag of Gold on the level is not enough; I put a bag on each level AFTER the exit (Hey, why would I want to pay the dumb brutes if I don't have to?) and they would only do the first level. As soon as I put a bag in the path they'd pass over, then they would go on to level 2.
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My biggest complaint is the random people you get. Currently I have a party of 2 clerics and 4 mages. I think it would be better if you had a choice between classes, or a certain order that it spun through so you don't end up with one or two types. Other than that, fairly clever and a fun time. Though money bags could force 2 movement from their location to help deal with large blocks of pre-built dungeon that you have to go through.
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the secret is to create a large dungeon on last level (remember two things: they regenerate while walking and that they donn't need to engage the dragon :) )
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When engaging the Dragon, make sure to create enough empty tiles around it (two in each direction), so your heroes will heal by randomly walking around, and hit the dragon when passing by.
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i belive that when you arrive near the 14th level the best thing to do is : give to a thief everything you have to raise the damage dealt and play as him is the only character you have because he doesn´t care about traps and if you give him something to raise his life in level below he will become like a war-machine when you need, when i´m arrived at the dragon my rogue can kiil it ALONE in just two days!!!
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I don't like how the adventurers respond to walls and such. I had one guy who never went to an exit, even with gold on the ground, directing him towards the exit. JJust kept running around in circles taking all my money.
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I love how every time I get ready to give a game five stars and see who made it... it's Nerdook. While I doubt you'll ever see this, I just want you to know that you are the only flash developer's name I've actually bothered to learn.
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Great game!
- Tip: The stupid behaviour of the heroes is an essential part of the game. You have to plan your maze accordingly. Never risk their walking back, or even in circles! (Only exception: When you build a side-track which begins at the entrance and which is very short.)
- Tip: Give every hero an item that makes him go back at X% health.
- Tip: Build your maze so that your heroes get every piece of XP there is. It costs more (tiles / gold piles), but it's worth it. Later on, your success depends on the number of heroes you have that can start at level 13.
- Tip: Build your maze so that your heroes get every treasure chest there is. It costs more (tiles / gold piles), but you need every "return at X% health" item you can get.
- Bug: Double-clicking on an item in the shop doesn't turn it into gold. Right now, you have to unequip a hero, give him and then sell the unwanted items one by one.
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6/5 I'm really gonna have to laugh while watching these adventurers moving around the rooms in any floor. In fact, they are dumb.
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lol @ my 4 lvl 15's hit and running the dragon. They all have health regen out of combat and every path connected to the dragon but one has an arrow pointing away from it. They're all spending 50x as much time out of combat as in combat so there is ~0% chance of any of them dying and 100% chance of me getting the hard achievement.
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I don't understand why the adventurer has to go down EVERY hallway at least twice or something like that, its like whats he looking for? the magic fairy to finally show up to give him special powers to fight the dragon he doesn't even know exists? but anyway, great game! ;D
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Do you NEED to upgrade your adventurers before they can fight the Red Dragon, or not? I've placed money bags on the 14th floor, for the adventurers to follow, but when they exit the floor, the day ends, and they appear back at floor 0. Any help?
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Oh well, took 26 days. The adventurers would have won on day 25 but I did not block them from portalling away from the dragon.
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a small tutorial would be very useful. At each non blank square each adventurer takes his own randomised decision about which direction to go from there, and will continue in that direction until he comes to another non blank square. This means the most cost effective thing to do each level is place a single money bag immediately before the exit.
Also, each time you add a new level, don't put a money bag on it until you've added the next one, the adventurers will go to your new level even without a money bag, they just won't go to the one after that if you add another and leave 2 in a row without bags, also they won't jump-to-start on a level without a bag
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I have never ever played a game like this EVER! Not only do you get to choose how the adventurers go through the dungeon but you also get to design the dungeon. In this game there's no good or bad person coz you control it! keep it up Nerdook! ^_^
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Alright a sword! Awesome duel-wielding! Yes! triple- wait a second, how am I holding three swords? Oh, who cares, slash and burn baby, slash and burn!
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Nerdook's games: completely different genres, but you'll definitely know when you see one, The cartoonish style is wonderful, and are these kind of games we keep playing just for the fun, even after badges.
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You know what would be nice is if all the adventurers always started on lvl 1 and went down from there instead of randomly popping up at lvl 1,4,7,10 ect. and if all the monsters respawned after being killed by one adventurer so all the adventurers have to all fight that monster. Other then that i think it's a really fun game! :)
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Should be an option of what to do with treasure chests when dungeon crawling.
Would be nice with some more things to put on the ground. e.g a doorway you can only pass from one side and a "switcher" that makes adventurers take different paths (first left, second right, third lefta again and so on)
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Great game 5/5. It would be nice if you could choose which Item should be replaced at the Dungeon Crawl Mode. By the way, the ending song is awesome ^^
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nice update with the dungeon crawl mode :D
in my opinion to make this a better game you'll need to do the following:
(1)make an AI!! random directions are ridiculous and a lot of people hate it!! try to make it so that they go towards objects of interest (monsters, gems, heck even traps if you want them to still be "stupid")
(2) the amount of gold obtained from a killed hero is horrible, it should be more of an exponental function like gold=10*(level^2) or something, geting 200 gold for a level 20 hero dying is absurd. heck better yet don't make their level reset when they die, just toss their equips
(3)IMPORTANT ONE: SHOW WHY EACH HERO RETURNED!! IT'LL HELP EVERYONE!!
other than that though i love the game, just really hard to get it done in 25 days >_<;
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okay a lot of people seem to be confused as to why the heroes return before going through all the floors... couple of reasons:
1. there has to be ONE BAG OF GOLD ON EACH FLOOR to advance
2. they won't go higher than a floor 1 higher than their level, example lv 10 hero will only go to floor 11 then return.
3. they had a RETURN AT % ITEM on them
4. they ran into a blue portal and returned because their HP WAS LESS THAN 50%
5. they died
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Good game overall, but the pathfinding is super frustrating >< 4/5 though, killed a couple of hours with it :) wish it was longer though, just as your guys are getting amazing, you have to start over :(
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at final stage, build paths leading into and out of the dragon, equip ur chars that are fighting the dragon with 2 x increase health per step and 1 x health back to full when it hits x%. this way u gain life as they stupidly wander around in circles and over time DURING the same day u will kill the dragon
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Sure, sure, you just come in my home, that's right, kill all my pets, take my money, take my items, hey, whilst you're at it, WHY DON'T YOU JUST TAKE MY CAR AND STEAL MY LUNGS TOO?!
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Even if this game has cartoon graphics, it is not a game for little childies. You know, you shouldn't complain so much without giving the reason. Like a little child.
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Love this game! Only wish there was an infinite type mode where I could just sit around and constantly build more floors and level up my guys. :)
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The more I play it the more amazed I am at how well balanced it is. Here are a few tips: 1 pay attention to what the guy tells you in the chat bubbles. 2 In the beginning dont worry too much if you have to run several days just to build up cash to open the next floors. 3 Stopping a run with several wounded adventurers can be very profitable . 4 each class has a bonus so keep that in mind when you give them equipment. 5. The shop overwrites existing items when full so you might lose that key item if you don't pay attention. 6 If you need help quick and don't have enough higher level fighters go back and adjust the dungeon to help them along. 7 The fulll health items don't always work and its not just on the dragon so you have to play attention. 8. Damage per centage items are usually better than having damage plus items 9 Adventurers won't enter a level more than 2 levels higher than them or a level without any gold directional bags. Just a few tips for those having problems.
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I don't like the gold bags that send the chars to a direction, I just would preffer the characters to choose paths randomly but NEVER passing through the same place more than twice (unless they have to in order to reach another unexplored area.
Special squares with rewrds/enemies that get revealed only when you tile them, would be fun =P
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I was expecting to be able to purchase monsters and items and traps to put into the dungeon to help the adventures, and was disappointed by everything being predetermined.