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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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Little guide cont.
At the beginning of most battles, clear the field of small attackers by just barely tapping them with an attacker, then chaining to the next, and so on until all the small fries are gone. Then you want to get a defender and an attackier into a blocking position where you can attack but they can't. This will make your defender take 1 damage a hit and as such basically never die, and your attackers can still hit hard. You still want to barely tap so your attacker can retreat. If someone is really close, hit them hard so you automatically fly far away, and if they are close next to a wall, hit them into the wall so they bounce into you - causing you to get another attack and a chance to chain.
As the in-game tip says, get Gold 3 ASAP, but AFTER heroes. You can use this gold to buff against bosses or tough fights - I'd recommend stocking everyone with healing and damagers with speed and attack.
Balance stats so people can bounce eachother.
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AWESOME game, deserves "puzzle" more than half the lame, hardly thinking puzzle games here. Very nice concept, very nice execution, decidedly 5/5.
Little guide:
Garth should be defense (+speed and health), Barbara should be pure offense (again, +speed and health), Nana should be should be offense-speed, enough to deal 5 or 6 damage with each attack but be ridiculously fast. Dash is flexible.
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am i doing the weapons wrong? it says to reselect an equipped weapon to unequip it, but when i try it just destroys that weapon. is there a way to keep your weapons or are they just one battle items?
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the worst part about this game is when have a clear run to an enemy so you go for it but oh Mr.Tree push's you into an ally damaging them and wasting a turn You Should REALLY get rid of that
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An amazing game worthy of both badges and further development. Well done!
Two things in the game don't fit. First, the money collection - having to roll the mouse over coins to collect is to akward, particularly when the screen is rolling away. It needs either an auto-collect at the end of the level or - for preference - collecting it by shooting a character over it (perhaps with the posibility of monsters also collecting coins - room here for a thief type monster who aims at coins.)
The second bit which doesn't fit is the "Push force" control. It makes planning and tactics etc impossible as we can't predict where characters and monsters will end up. Using a standard pool mechanic here would be better.
Overall - Brilliant. 5/5
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a surprising game that can put a smile on any players face. one thing i find both ammusing and frustrating is that i seem to do more damage to myself than to the enemy, but thats part of the game. but one thing that annoyes me slightly is that the buttons are to close (although acording to your earlier comment, this will be fixed). still, this game is awesome! the original mechanism makes this game even more fun. this game was created by a true genius!
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Very good game. Innovative and fun. Just didn't like the itens' system. It's pointless to spend one turn to heal, while there is an enemy close to you, if it'll be able to hit you on next round and damage the HP you just recovered. I think all characters should be able to use one, and only one item per round AND perform a combat action. The weapons should be equippable (before the fight starts) and non-degradable. But, of course, you wouldn't be able to change it once started. Despite these things, very nice game, gratz. 4/5
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The only problem i had was the defend option.Why defend and take damage when you could be smashing into floating dewdrops?Every single rpg i played had the good ol' defense button.Its kinda like asking yourself to be smacked while trying to avoid getting hit like a baby.
Defend actually can halved damage that you received AND reduce the velocity so don't get to thrown too far. I would recommend this option if your character don't have anything better to do.
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Another thing: i must thank you for creating a whole new generation of RPG games. this was very clever and must've had a lot of time thinking through. Usually, an RPG game uses positioned characters with no desire to move really. But you broke RPG physics :3 be proud TurnA.
I really appreciate your comment ^^ Some modern RPG also have dynamic character movement in battle (like Tales of series), but I agree that the sliding/pool mechanism is quite unique in this genre. Glad it's not only me that like it :)
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Not quiet sure if this came in previous feedback, but i have some suggestions: There should be a spell menu. potions are quiet the same but take 1 turn without dealing physical damage (a mana potion was exactly what i was expecting though.) Another thing is friendly fire, a huge problem. you see, when im aiming at the silver wolf, i attacked with dash and accidentily hit nana with a strong attk. the plot was rather amusing and graphics are outstanding. i love this game and looking forward to the sequel (and im not asking! ;D) 5/5 game.
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It would be great to have a base upgrade for each char. It`s much better focus on atack and speed, making the chars lose it`s specifits. Although the game is already great 5/5
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Weapon durability should not decrease with turns, but rather with attacks. Simply moving without attacking should not decrease durability.
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seriously.. why kill team-mate? there are alot of times that pushes-collides my team each other killing the other one. and why mouse over the coins to grab? there are a couple of times i missed the gold coins of the last enemy.
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disregard, i guess it does not default it to SHOW all in left click interface... anyways, still seems like a minor conflict, however idk if its only me or others have experienced this issue
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is there a place can send a screenshot of an odd graphic issue? I can try to describe what is happening, yet a screenshot will be alot easier and rather less likely to be misunderstood
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decent concept. I could easily see a game like this on a system like ps3 or xb 360 minis the friendly fire or maybe not as bad.
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I don't know if someone mentioned this already but i got a problem with the elemental weapons. Most of the time when i choose a weapon the type of element isn't shown correctly. So i waste a whole turn doing nothing while getting the wrong element.
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Oh I like this one - it's something new and original and I really like the graphics and music and the gameplay is fun. Anyway, just like many other people I have my own suggestions for this game: 1)Since weapons seem to be supposed to break, upgrading them is useless, so why not increase the prices for upgrades, but therefore applying the upgrades to all weapons of the character? 2)The camera needs WASD controls, that would be much better. 3)Not a fan of friendly fire, but since it's part of the game, I can live with that. It's okay when they lose a few HP when I bump into them. However sometimes you have to do the push attack on your ally, which is annoying, because even if I manage to stop it when it's empty, the ally still suffers full damage, so if you could at least change that, it would be pretty nice. 4)Leveling up feels a bit slow to me, don't know how the other players feel, though. 5)Most upgrades aren't really useful to me (except new allies, more money and crit chance etc).
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One problem I've noticed and I've seen many complaints in this board, is the moving character command menu. If you glue that menu to one corner of the screen (not attached to characters as it is now), that shouldn't be an issue any more. I'd also like the enemy movements (ahem... Ogres) to be actual movements instead of, "I'm going to leap from here to all the way.. no, I'll just stay here." and I agree with the people that want a reset for character stats/ upgrades.
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You know, I would absolutely love to see a game like this with a bit more action and speed. If you make a sequel, consider removing the "Push Force" gauge, and make everything happen in real time. I can only imagine it would be quite a bit more difficult to manage as a game developer, but I also think it would be much, much more fun.
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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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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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When I attack an enemy, and he bounces back into me, what determines whether or not I get to attack him when we touch?
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Wow, just wow. The potential this game has is REALLY impressive. It's got a few flaws here and there, but the concept and enjoyable leveling system make it a lovely experience. It's one of those games that I'd like to see a sequel to in the near future.
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It'sd a really fun and original concept, and the game is perfectly good workmanship, but it STILL gets boring in a short time. There is just not enough variety. I have fun juggling enemies, but consider that I may be replaying each level 5 times. There should be something new I can do, some new bouncing technique, some terrain modifier to make things trickier or allow for new stunts, or something like that, to keep play interesting.
Also, a personal note but I never upgraded any of my weapons and relied on direct damage only. This is because like a lot of experienced gamers I always save up things I have a limited amount of, in case I will need them badly for a final battle or something. Weapons drop too rarely and expire too fast to be wasted. So the entire weapon system gets ignored because of expectable strategic player behavior.
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unpgrade system for the weapons doesn't work. My durability can go to 100 but everything else can't be upgraded beyond 10
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one of the best concepts ever.... its like a pool-based turnbased rpg strategy... veyr nicec... however, it would be nice to incorporate possibly fireemblem style equipment that are upgradable and a sort of forge to repair equipment
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a problem i seem to be having is that i upgraded the element max but it still will not let me upgrade any further but instead it makes it so that i can upgrade my durability up to 60.