Comments for Dash'n Knights

avatar for phoenix_reborn
phoenix_reborn

Apr. 29, 2012

Under rating threshold (show) awesome concept. would've been an amazing game if each character had some unique skills of his own. maybe special attacks or spells or something!

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(32)

avatar for Neafariousdeath
Neafariousdeath

Apr. 24, 2012

Under rating threshold (show) very good concept but a few improvent is required... maybe the tutorial should teach how to do multiple combos (for example putting a character in counter then hitting a monster towards him), moreover since it's a stragegic game we shuold be able at least to see where we are throwing the monster instead of hoping in some Pinball God to aid us.

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(116)

Developer response from turnA

You're right about that. Maybe I need to add more explanation about various game system in-depth. The Pinball God already bestowed his blessing in the form of Movement Prediction Guide feature ;)

avatar for azzondean
azzondean

Apr. 25, 2012

Under rating threshold (show) TurnA, you are doing a great job updating the game, i love it when a developer gets really involved and does everything they can to make the game better. that deserves a lot of respect.

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(60)

Developer response from turnA

Thanks for the comment, I really appreciate it! At least until the development of my next games starting (very soon!), I'll try to address bugs/feedback that can help improve the gameplay, without changing my initial concept for the game.

avatar for TMINTH
TMINTH

Apr. 23, 2012

Under rating threshold (show) The buttons are too close together. Too many times I've hit 'defend' instead of 'move'. One time I lost a battle I should have won due to this.

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(94)

Developer response from turnA

I think I see what you mean. I'll try to fix it on the next update. Thanks for the info.

avatar for Atrius2242
Atrius2242

Apr. 23, 2012

Under rating threshold (show) Add something so you can move the screen around easily, or so that it follows whatever got hit and is flying around. Make it a littler clearer how elements interact. Also, you should allow characters to use 1 item per turn. It's often not worth it to switch to a weapon and give up several hits if you're good at chaining attacks.

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(130)

Developer response from turnA

I have revised the game with better screen movement. But it doesn't change the fact that you will only able to move the screen (with mouse) when it's your turn to move. That's also part of the strategy/decision making in the game, do I use this weapon and lost a chance at chaining attack, or do just attack the enemy although their elemental power is significantly stronger than you?

avatar for Okiora
Okiora

May. 14, 2012

Under rating threshold (show) this game is great.It has nice gameplay and idea and all but the levelling takes too long.

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(5)

avatar for Jiberish001
Jiberish001

May. 11, 2012

Under rating threshold (show) Weapon durability should not decrease with turns, but rather with attacks. Simply moving without attacking should not decrease durability.

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(5)

avatar for Alyka
Alyka

Apr. 24, 2012

Under rating threshold (show) There should be a better intro/tutorial. It took me a couple of tries to figure out how to "aim" an enemy after haphazardly knocking them around the screen. Once I figured out the physics though, I upped my rating to 4/5. It's a good, original concept and it's pretty well-executed, but it needs better description.

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(59)

Developer response from turnA

I see. I have tried to cram tutorial on the level and battle transition screen, but it seems that was not enough. Maybe I can add additional tutorial entry to flesh the concept further.

avatar for 02230838
02230838

Apr. 23, 2012

Under rating threshold (show) very nice battle system, but few improvements could make it better.1)the animations between battles and shop/status and sth like this, make it less than 0.5s, or is not so happy to use these functions. 2) weapons are the hit & quit stuff, which makes upgrades seemed useless. 3) it will be help full to make every blocks in battle more noticeable and give out a path instead of only a red point of destination.

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(80)

Developer response from turnA

THanks for the feedback. I have implemented most of them in the latest update. Check it out! :)

avatar for Razraal
Razraal

Feb. 3, 2014

Under rating threshold (show) The weapon system is somewhat terrible, and in my dictionary "halved" means cut in half. I wonder how you do math, because the half of my characters hitting at 14 damage isn't 1... And this is a regular thing in most Gold challenges.

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(4)

avatar for uberpenguin
uberpenguin

Apr. 26, 2012

Under rating threshold (show) Why do my guys sometimes just take 1 damage when an enemy rebounds off a wall, and sometimes they get another swing? Needless to say that can make a big difference, so just flailing blindly isn't good. Also, sometimes when a char runs into another, I get a swing meter and everything like normal, and sometimes I get no swing meter and the one who moved into the other just takes a tiny little swing doing, like, 1 damage and that's it. Also, what's up with certain enemies and getting multiple swings when they first hit me? Wolfs are the most common example, but there are others. Can I do that? Or is that just an enemy thing? What's up with overshooting an enemy? It seems like it bounces them further, but makes the meter move faster. The issue here is that we get little to no guidance. We get the very basics, ironically basically only stuff we probably don't need explained, and that's it. We really, really need an actual tutorial.

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(4)

avatar for Sleepallnight
Sleepallnight

Apr. 25, 2012

Under rating threshold (show) I like it, can you make one of the character could hit multiple enemies around it at once?

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(4)

avatar for Guy49
Guy49

Apr. 25, 2012

Under rating threshold (show) I love having insane speed and just pinballing enemies around the map haha

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(4)

avatar for LordBucket
LordBucket

Apr. 26, 2012

Under rating threshold (show) @turnA: The problem with misclicking defend instead of move is caused by the fact that the menu *moves* on the screen, not that the buttons are too close. When it becomes your turn, the whole screen slowly scrolls to center on your character, while the menu sticks with that character being moved to the center.

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(9)

avatar for SilverGamerZ
SilverGamerZ

Feb. 4, 2014

Under rating threshold (show) I think damage system is like ATK-DEF=Damage (Ex: 20atk - 10def= 10dmg) so when it get halved its become like this --> (10atk - 10def= 1 which is minimum damage you can inflict) sure this dev love simplicity...

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(3)

avatar for Mediko
Mediko

Apr. 29, 2012

Under rating threshold (show) Unusual method of setting up the game, but it is brilliant in its novelty. It's like playing Marbles but they can fight each other! It might get a little tedious as I have to clear each level 5 times but I can always take a break. Too much of anything can drive one up the wall, even a good game. Very smooth gameplay and transitions, the overall design is gorgeous, and I love you for making this.

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(3)

avatar for TheNightSky
TheNightSky

Apr. 25, 2012

Under rating threshold (show) Even with all the bugs, i think this game deserves badges.

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(3)

avatar for Abastiner
Abastiner

Apr. 25, 2012

Under rating threshold (show) I like when the enemies attack each others.

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(3)

avatar for wakslo
wakslo

Apr. 24, 2012

Under rating threshold (show) I wish you could play the harder difficulties earlier. I hate having to play the same level 5 times when I could have just beat it the first shot.

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(3)

avatar for uberpenguin
uberpenguin

Apr. 23, 2012

Under rating threshold (show) I've got a number of issues here. First off, having weps eventually get destroyed is a terrible idea. If you're going to do that, at the least make weapons WAY more common and have WAY more durability. Even that's annoying though, and no one wants to upgrade a weapon that's going to disappear. Another issue is that everything seems chaotic with little real, detailed instruction. Heck, I still have yet to figure out is what's going on with combos when an enemy rebounds from a wall. Sometimes they rebound and comes back I get to swing again. Sometimes they just smacks into my guy, he/she takes one damage, and that's it. I have no idea why. Both upgrades and money feel kind of useless as they're both primarily used to better upgrade weapons, which feels like a waste to begin with. The 'unfriendliness' of all the features really takes this game, with a very original battle system and a seemingly very good base idea behind it, and turns it into something just not very fun.

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(62)

Developer response from turnA

Thanks for the feedback. I make the weapon the way it is, so player should used them sparingly. I'll try to make it more clear on the next update.

avatar for lonewolf2nd
lonewolf2nd

Apr. 25, 2012

Under rating threshold (show) I find it a great game, but I've found one glitch. When I want to upgrade my wapons. It seems that the element limitation is linked to durability and the otherway around, because I can upgrade my wapon not further then 10 elemental damage and I've got already 25 turns+ for a wapon for durability.

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(6)

avatar for Karyuudan
Karyuudan

Apr. 23, 2012

Under rating threshold (show) It's sad when people don't grip the game mechanics.... Ok here we go , WEAPONS ARE SUPPOSE TO BREAKE , this game is based on TACTICS and not GRINDING. You are not suppose to use your UBER weapon on every single fight , only on difficult situations. Most of the game is done by knowing how to build your characters. I already finished the game and i used items only two times , only once was a weapon. Great game dude 5/5 , keep your good job on making innovative games.

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(29)

Developer response from turnA

Thanks for the comment! It's just as you said, but I think I don't make it clear enough on the game. Will try to improve the tutorial/explanation for this.

avatar for dusan02
dusan02

Jan. 7, 2014

Under rating threshold (show) this game is great but it would be nice to add some more characters and that u can to buy some passive effects for each of them... like for knight u can buy passive to take less dmg... like that

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(2)

avatar for Srane
Srane

Apr. 24, 2012

Under rating threshold (show) Really nice game but the element upgrade is bugged. No way I can go over 10 even after buying the upgrade.Strangely survivavility of the weapong can be increase over the upgrade I paid for.>.<

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(5)

Developer response from turnA

Hmm, that's strange. I will check it out. Thanks for the report!

avatar for echo129
echo129

Apr. 23, 2012

Under rating threshold (show) Maybe when you hit an enemy into a rock/tree etc. it should hurt them? Just an idea.

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(22)

Developer response from turnA

I thought about that too, but It will cause many unpredictable damage in battle.

avatar for TypoKign
TypoKign

Jul. 17, 2012

Under rating threshold (show) Love it!

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(2)

Developer response from turnA

Thanks! ^^

avatar for aasoccer3
aasoccer3

Apr. 23, 2012

Under rating threshold (show) I feel like this game has potential to be game of the month, so here are some recommendations: 1) Remake the "items" dynamic by implementing character slots (head, torso, shoes, etc) and increase the rate at which items are found. You could even make male/female equips. 2) Smashing your own teammates is quite annoying; why can't they automatically block their own team? As much as I enjoy watching the enemy do this to himself, it should work both ways. 3) If there could be a way in which enemies could be 'passed' from knight to knight, and each one gets a chance at 'forcing' the enemy, a new playing dynamic would emerge. 4) Keep up the great work! The storyline is interesting, but the gameplay is tedious and sometimes frustrating. Implement these recommendations, and you'll surely be in the running for game of the month!

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(12)

Developer response from turnA

Thanks for all the detailed feedback. 1) If it implemented, the game will become a really serious RPG :) Not that a bad thing, but I think it's not appropriate for the games. 2) Friendly fire is there so it increase the need of strategic placement and planning the move ahead. 3) You can toss an enemy to other hero who ready to Counter to make a combo. 4) Thanks!

avatar for strategyfan
strategyfan

May. 10, 2012

Under rating threshold (show) This game has a serious friendly fire problem :)

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(2)

avatar for azzondean
azzondean

Apr. 26, 2012

Under rating threshold (show) the xp is kinda hard to farm...i have been playing the silver wolf level on extreme many times..since its the easiest and quickest level that gives a little under 400 xp...but i need thousands of xp, and the points get split up to the characters. any way you can help out a little with that?

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(2)

avatar for koumuro7c3
koumuro7c3

Apr. 25, 2012

Under rating threshold (show) I think there's a bug in the 1st item slot of each charater, if a weapon is found and put in the 1st slot item, it will have a problem of "elemental-cross". In my case, i bought a minor attack potion for dash in the 1st item slot of him, found 1 flaming spear, 1 flaming axe and 1 whirling knife, after a while, the flaming spear turned to watery spear, the flaming axe turned to rocky axe, and the whirling knife turned to rocky knife (the three weapons were in the 1st slot item of course), dash's weapon was safe. So ppl should buy an item in the 1st slot item of each character inventory.

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(2)

avatar for Qweklain
Qweklain

Apr. 25, 2012

Under rating threshold (show) Some of the element icons and names do not match on the characters useable weapons. For example, Nana has a fire knife, but is named Whirling knife, and it deals wind dmg instead of fire. Garth has a fire dmg spear, but it is named watery spear, and deals water dmg. It seems to be the name is always correct for the indication of element type, but the icon is not.

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(2)

avatar for ImmunityBow
ImmunityBow

Apr. 24, 2012

Under rating threshold (show) While killing the dragon I made the mistake of putting one of my heroes on Counter while my Might Potioned Dash swung at the dragon. What basically happened was he hit the Dragon into Barbara, making her take 18 damage and letting her counter, and the counter made the dragon rebound off Dash, making him take 20~ damage, and then it just repeated like 8 times with Dash Barbara and the Dragon duking it out. It was a fun moment until I realized that basically what it ended up to doing was leaving the dragon at half health while I lost both of my characters. It feels like the game should reward you for having those moments where you land several counters off at max Force in a row, instead of letting the dragon hit full damage on your characters 8 times in a row for minimal gain... I love the game though, innovative battle and a great amount of polish to it.

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(2)

avatar for Minuetto
Minuetto

Apr. 24, 2012

Under rating threshold (show) a Rest command to restore 1 or 2 HP would be nice.

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(2)

avatar for davionboy
davionboy

Apr. 24, 2012

Under rating threshold (show) is it me or element upgrade limit is tied to maximum durability upgrade limit 0.o?! (adding element upgrade limit = durability upgrade limit increases)

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(2)

Developer response from turnA

Strange... I will check and fix it as soon as possible.

avatar for bunnerzz
bunnerzz

Apr. 24, 2012

Under rating threshold (show) hey wat do i do? i managed to whack the dragon 4 times initially, now he's pinballing around and can't stop....randomly appears anywhere on the map. now i've got this 100+ hit combo, all my characters have 0 hp but are still pinballing around too,dragon's dead too. i managed to kill all 4 of my characters and the dragon by a single combo...

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(2)

Developer response from turnA

That's a nasty bug. Can you try to recreate the bug and let me know about it?

avatar for Aerow
Aerow

Apr. 24, 2012

Under rating threshold (show) Needs a bit of polish to mechanics. Graphics are fine, but lack of explanation of how rebound combos and elements work causes some frustration. Original idea which gives at least a 3 star, but definitely a 4 star game. It works pretty well as is just some things need fixing. While I understand the annoyance of durability to the games, Fire Emblem uses the same system so whats the big deal? However, I RECOMMEND that durability changes to number of hits not turns - rebounds do not count against this number but friendly fire would. You can tell by the number of people writing lengthy responses that they really want this game to work for them!

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(2)

Developer response from turnA

Durability reduce on hit? I think that's a nice idea. Will see though about the implementation.

avatar for TZwien
TZwien

Apr. 23, 2012

Under rating threshold (show) Needs a way to increase the speed of battles. Also, for how much thought you put into this game, I still can't figure out why you have consumable weapons. The idea of this game is like a 5/5 but I can't rate more than 2/5 right now for lack of playability.

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(2)

Developer response from turnA

The game speed is increased dramatically in this latest update. Check it out! :)

avatar for kingofsorrow
kingofsorrow

Apr. 23, 2012

Under rating threshold (show) PLEASE make the camera follow the mouse in combat, its so hard to know what your hitting when its off screen

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(2)

Developer response from turnA

Thanks for the feedback. I have revised the camera movement so it will always follow the current active character. You can move the screen when it's your turn to move.

avatar for rjdjdaw
rjdjdaw

Apr. 24, 2012

Under rating threshold (show) i'd personally disagree with other comments regarding having allies be capable of hitting enemies bounced into them. that would easily result in overkill and highly unbalance the game. i think the dev might instead want to condition the minds of the players more since obviously not everyone grasps the following concepts immediately. so for those complaining, here are those concepts. 1) not hitting allies is actually part of the game challenge. (although granted maybe half-damage or such may be requested.) 2) weapons are not to be used regularly and reserve them especially for those more difficult challenges. (my personal suggestion for the dev though is to reduce the speed of the bar to make regular non-weapon combat more acceptable.) 3) as for upgrading... well, since i haven't even been using my weapons i feel the impact of this less. oh well, it's not like i've never grinded for a game before and it should be minimal if i am economical in my weapon usage.

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(6)

Developer response from turnA

You're absolutely right about that. I think the tutorial not clear enough addressing this matter. Will try to fix it on next update.

avatar for MutantBear
MutantBear

Apr. 23, 2012

Under rating threshold (show) Not a lot to be said that hasn't already come up - you've made a game with a fantastic battle system idea and great art, and saddled it with some of the most infuriatingly inconsistent and needlessly obtuse mechanics I've ever seen. Combos make little sense, scenery hitboxes are a nightmare, the Push Force bar speed seems arbitrary and doesn't appear to make a lot of difference. Taking damage from struck enemies cannoning into party members is a terrible idea; bouncing foes into an ally should let the ALLY take a swing at them, broadening out players' tactical options enormously. It's such, such a shame, because the basic battle mechanic is a hoot and the game looks GREAT, but the implementation leaves an enormous amount to be desired. 2/5.

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(6)

Developer response from turnA

You do have the option to make heroes countering other enemy that tossed their way. but I see what's your point.

avatar for rjdjdaw
rjdjdaw

Apr. 24, 2012

Under rating threshold (show) before the invention of corrective glasses, warriors with poor eyesight would simply charge and slash towards whatever direction they were pointed at regardless of what they hit or bounced off of.

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(4)

Developer response from turnA

Yeah, that's the sacrifice that need to be done in exchange of blessing from the Pinball God :))

avatar for insight_cat
insight_cat

Apr. 24, 2012

Under rating threshold (show) how about turn team kill to a friendly combo?

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(5)

Developer response from turnA

You can do that by making a character do Counter, and then toss an enemy at them.

avatar for Norbeert
Norbeert

Apr. 23, 2012

Under rating threshold (show) The fact that I can attack another team member ruins the whole game experience

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(9)

avatar for coldfusion2142
coldfusion2142

Apr. 27, 2012

Under rating threshold (show) Platinum challenge on battle VII is not possible. You have no move command and the Ogre B refuses to move for some reason or is trapped by some invisible barrier. So after you kill the other monsters there's no way to kill the final ogre :(

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(3)

avatar for kingofsorrow
kingofsorrow

Apr. 23, 2012

Under rating threshold (show) another thing, make the hitboxes of the scenery ACTUALLY ON THE SCENERY, i dont wanna go flying because of a nonexistent giant circle around a rock

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(3)

avatar for azzondean
azzondean

Apr. 23, 2012

Under rating threshold (show) its funny how your tags say "pool", it does feel like i am playing pool, lol. it also has the feelings of kingdom rush...well the upgrade point system does.

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(3)

Developer response from turnA

Well, actually it resemble marble games that I used to play on my childhood. But adult may know it better as billiard/pool now :)

avatar for OneLeggedRhino
OneLeggedRhino

Apr. 23, 2012

Under rating threshold (show) Really nice. But let me pick any level to play at. After beating the first level up through gold, there's really no challenge to level 2-3 normal.

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(3)

avatar for keybladers
keybladers

Jun. 21, 2013

Under rating threshold (show) Good game but I kind of want the ability to use the arrow keys to scroll around so I can see what I'm trying to aim at when I'm moving.

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(1)

avatar for Specter_Reborn
Specter_Reborn

Sep. 28, 2013

Under rating threshold (show) Why is it that my characters attack each other?

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(1)

avatar for BRJhow
BRJhow

Dec. 21, 2013

Under rating threshold (show) the blue potion are great!!!

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(1)

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