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(23 days using lvl 18 rogue equipped with 5hp/lvl & +2hp/empty & +20% dmg on wide open lvl 15.) 6/5 for the ending song!
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This was a really cool concept for a game and if you are willing to update it and make expansions perhaps a sequel it would be an awesome game. I second Drovoxx's opinion because in the beginning you are both required and rewarded for the amount you can screw up the adventures but in the end they must still be strong enough to win and I did thing in the game to hurt them just to make money i needed and sell all the good equips they had and gave them bad equips and i got screwed at the end
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It makes me sad when people say: It's Nerdook - 5/5 because some games (even Nerdook once in a while) don't deserve it. Like the game, NOT the developer.
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28 days first try. 24 second. One question- How come when you click the "Do Better" button it starts you with level 0 adventurers on your second-to-last day (day 23 in my case)? You can't mathematically do better. A single day is NOT long enough for everyone to reach a high enough level to kill the dragon.
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I'm a fan of your games and this one is another great one. Two suggestions to make it more excellent:
First, consider making the cleric's healing after every level a percentage based off of Max HP. They're great at the start but then their special doesn't stay relevant like the paladin or barbarian.
Second, I'd like to be able to sell items I don't want to give to my adventurers without having to use a complicated sell mechanism.
Again, thanks for the great game.
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Nerdook you are freaking awesome !!! Even when you change your games gameplay from the usual.. IT NEVER FAILS. I swear you are like the GOD of online game creating. Please keep it up and move on to bigger and better things.
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nerdook.i love all ur games.theyare excellent but u should be able to control where your characters go instead of them aimlessly moving around
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Plz add the option to make all my guys start at the dragon floor instead of 2 of them going straight foir dragon and rest running randomly around in the lower levels... +1 if u agree
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The shop could be improved. Like when I get every levels treasure, the shop only allows me to show 7 of those items and when I see something good, it does not remain there. It like, changes into another item that I have. Perhaps allow for a pop-out window of your inventory? That way, I can be able to see what other items I have. :)
Loved the game :) Good job :)
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First try = 27 days. Now that I understand exactly how money works, I'm sure I could do it much much faster. Fun and easy like all Nerdook games. One of my favorite devs.
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For me it will be better if we can take the monster by us with a system with gold like unlock demon for *** gold etc. Maybe it will be more funny
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Cool i have a level 0 "undefined" he looks like a marshmallow and has no arms and if i hover over it it says "Level 0 Barbarian"
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Nevermind.. sorry, I get it. All it takes is a little thinking really, then you'll have fun!! :D Like for some people who don't get what gold is for (I was one of those people) You see the little arrows on the bags of gold on the side, click on them and put them on a place you want to put them, (when one of your characters go on it, they go the direction that the arrow is pointing.) and the reason you REALLY need the bag of gold is for your characters to go to the next dungeon, for people who don't know why and how to get to the next dungeon. Hope this helps, hopefully people will thumbs this up for other people to read it if they're stuck.
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Umm... I managed to get a few of my guys up to level eleven. Some level 0 guys joined my party and bumped them out.
Any way we can make it so you can accept or deny people into the Guild?
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I think that if a person dies, they should be ressurected at a cost, and that you SHOULDN'T get gold for them. It was annoying because I had 2 people die against the dragon after getting to lvl 16 because I didn't press "stop" fast enough and they died. Missed getting platnium because of it. If you have something that ports you back to town at 0% health it shouldn't cost anything though.
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lol, good game but u should be able to make monsters or things like that....
and kill a adventurer should give bonus, i was making ways thinking that when they die you won money because its your dungeon....
5/5
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ye... soooo
erm
ye
erm.... how can I play the 2nd level? these guys only running throgh the first dungeon over and over again
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after i won i opened all the spaces on each floor and watched the explorers be complete retards...THE EXIT IN RIGHT NEXT TO YOU
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i think you should be able to have multi tries in dungon crawl, extra mode for placeing monsters and a super class that earns exp 10x faster and a extra item to instant kill the next enermy (not on dragon level through!) and lastly make the wanderings of dungon explorers a little bit more controled cause as 21thcen stats ''i love doing circles!'' says level 12 rogue '' round and round and round and round and round and round and round and round...'' well you get the idea, i had to watch a level 12 rogue do exacly 7682 turns before attacking the dragon!
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You know, what I just did is almost worse than taking 100 days to finish this... 26. TWENTY SIX. I was really hoping the adventurers could just kick the dragon's butt on day 25 (the day I made that floor), but no, not quite enough. Took less than half the adventurers that had mad it to the top floor the day before to kill it.
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I like the concept and it is fun but the objective seemed confusing. I didnt understand what the purpose of the game was. I thought I was supposed to be killing the adventurers but i was getting resources for keeping them alive and the only way through the game was to fail at killing the adventurers. It also seemed kinda random that the adventurers could only go into floors two above their level, which is smart but it doesnt tell you that anywhere. I thought perhaps they were dying and it just wasn't telling me very well or something for a lot of the game before I figured it out. Dungeon crawl is kinda fun, playing through and exploiting the setup that you created that you watched the AI adventurers bounce between to collect the most stuff possible is a nice feature. I would love to see a mode where you could keep building farther than 15 floors, or a version where the objective is actually to kill the adventurers, or the addition of roaming monsters.
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The Dungeon Crawl item pick up is so bad... Most the time it puts the item in the same slot and leaves the other two empty. And keeps replacing that one item
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Mini-walkthrough for hard badge: This strategy got 25 days on first try, not sure it's the easiest way but it's very easy. Just get 2 rogues and give them the best items, let all the others die. With two rogues at level 13-14 at around day 23-24 you're golden just keep a sharp eye on the health meter and save them from the dragon at the last instant, other classes get owned by traps when you're trying to save gold by using the cheapest way up, which is necessary for the hard badge. The best items late game are the +damage and +damage %.
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Party AI: this game would be even better if the game had AI toggles that could be set by the user before delving: UNIT LEAD (when in the same square, this unit goes first regardless, ie rogue to Disarm traps) UNIT FOLLOW (this unit waits to go second regardless) vs UNIT DEFAULT (current tag-team behavior where leadership alternates) and then choose between PARTY SPLIT (when arriving at a junction at the same time, party scouts different paths) vs PARTY GROUP (when arriving at a junction at the same time, party stays together).
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XD Just noticed one of my adventureres going around and around in a cricle (or, square). Hovered over him to find the description said 'All rounder'