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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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That endsong tho, the tune repeats in my head as I dance along, satisfied that I found this game. I'm going to go download that song :D
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adventurer: I found an axe. How much for it? *gives it to me and I examine it* Me: 57 gold. adventurer: ok. *pays me 57 gold and equips it* seriously?
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Is that how we really look when we go dungeon diving in Skyrim? "Oh, I know I've checked this corridor 10 times already, but I'll check it again... Nope, didn't find the exit. Screw this dungeon."
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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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Adventurer 1:WHAT DO WE DO WE ARE STUCK HERE OMG
Adventurer 2:I DONT KNOW BUT LETS JUST KEEP MOVING AROUND THE 2 ROOMS
*In reality*
me:its amusing to see adventurers trying to get out.
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Still come back every so often and play this one. Just puts a happy stupid smile on my face to hear the end song. :) Thank you. I needed that today.
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To add on to Musell, when creating your pathways, make your pathway to the exit as short as possible with single side paths leading to other minions and treasure. This allows a much better chance at lower level heroes to catch up by increasing the chance that they will kill an enemy the higher level hero might have missed. You don't need to have your main hero to attack all available enemies to level him up. They level up after killing only 1 or 2 enemies that are 1 or 2 levels above it. Also your heroes won't enter a level 3 levels above it's current level in case you're wondering. With this stradegy, Not only did I beat it after 20 days, but I had 4 heroes at battling the boss. (as for the boss, create lots of side pathways and minimize the amount of time the heroes are on the dragon. This gives them time to heal up more so they last longer battling it.
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With the hard badge tutorial, my sixth hero is the highest level. Also I suck at this, I finished at day 41 when trying to use the tutorial. Damn.
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Finished in 25 days. There were 3 people killing the dragon and each were almost killed. In the end, I realized that they were all dead.
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game would be drastically better if the units didnt stop and turn around randomly and actually stuck together so you wouldnt lose your guys because they wander off on there own, losing a lvl 10+ sets you back a few days atleast to get a new one lvled
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I'm sure this is SOMEONE'S kind of game, but, I'm just not feeling it. I'd rather be fighting the monsters myself than leading 3 characters to them. 3 *'s.
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I kind of wish they'd make a second game. it was fun but felt kind of short and after I beat it I was kind of wanting a lot more. With that said it was a really fun game.
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I'm surprised that you cannot select the first two adventurers, it makes it very annoying trying to get two characters that fit your playing style, and restarting over and over again.
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No better feeling than getting the Medium & Hard Badges on the same run. Two Rogues did most of the damage to the dragon (also, the heal per empty tile weapons are really useful)
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Pretty solid game. I thought it was going to some sort of Dungeon Keeper clone, but I was surprised to find that I had to protect the heroes instead. It's a great concept though it kinda stinks that I have to rely on them hoping they'll go the right way a lot when tiles block the way for me to place a money bag. But I guess you can't have an RPG with a little luck involved.
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i started up the game like normal and i looked at my starting roster...
ALL LEVEL 0 ROGUES. i mean, i know they start with 0 levels but BOTH OF THEM WERE ROGUES!!