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a few of the adventure places have icons on them for ones that can be repeated. but a few like the bakery and thiefs dont vanish when youve finished them. itd be nice to have icons for the missions that are 1 time only and ones that are xp repeatable so i know how much to accomplish. its annoying to keep track of all the repeated xp ones
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Can we please just get a "skip animations" option? I like the GAME, just not the business of tapping my foot. A lot of time on defense I see my next 3 moves ahead of time, and I'd love to position my pieces, hit resolve turn, position pieces hit resolve turn... instead of position my pieces, watch the animation, wait, ok finally I get to take my next turn.
We do not play games to watch your Flash movie, no matter how hard you worked on it.
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Crafting is also still pretty broken. Skill increases don't take effect immediately, and I am still able to craft items that it would appear I don't have a recipe for, yet all the components are filled in properly. Also seems like a lot of items require unrealistically high levels of crafting skills to make. The difference between the easiest and hardest items is astronomical.
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Some nerd lore: The main gauche is not a suitable main weapon and it doesn't belong to the weapon hand at all. Translated into English the name literally means "left hand", as it is a specialized off hand parrying dagger carried in stead of a bulky shield.
http://en.wikipedia.org/wiki/Parrying_dagger
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The damage is calculated in amounts dice of various numbers of sides. ------------------------------------
1d8 means one eight-sided die, or 1-8.
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2d8 is two eight-sided die, thus 2-16 damage.
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So think Number of dice X maximum damage per dice. More dice guarantees more minimum damage, so 2d6 would be slightly superior to 1d12, because its 2-12 vs 1-12.
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There needs to be a way to skip levels in the infinite dungeon. Wandering and killing hundreds of weak enemies to get to the strong one gets tiring after 20+ times.
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Issues with starting a game, quitting out and starting a new game are now fixed up too. Thanks for the reports, that was an obscure little bug. No more skipping the tutorial and starting with the introduction character.
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Protip: look up the recipes for the dwarven axe and weapon enhancement and get your artistry up to max asap. The axe starts off at 2d20 (2-40) and of course, due to the d20, every enhancement adds 1-20 damage.
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Defend should increase the chance of blocking, or decrease the chance of the opponent hitting.
Also, would be cool if instead of the percentages showing up for each attack, you have to attack with it first(and hit?) to find out what the percentage is. While you do know your skill, you wouldn't know opponents off the bat so it shouldn't be given.
Also, it should state what buffs actually work for defenders(or do all of them?)
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I'm just gonna throw this out there... You can take it or leave it, like it or dislike it.. Auto-attack toggle. Good suggestion?
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large backpacks fill up as if they were smaller packs. anyway to add a feature to move items around in the backpack/storage for custom sorting? or even an auto sort by item type/value?
Agree with others that combat animations could use a speed boost and shop inventory could update. Very enjoyable game otherwise. looking forward to updates/expansions. 5/5
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It could be very nice to heal ( with magic ) outside battle !
With low "magic", you heal of 10 when your enemy hits for 20 !
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people, please stop screaming "RAGH NAZI SYMBOL OMG!" already. Yes the symbol is heavily tied to the Nazi's, but it was used as early as 4000 B.C. It's not like its a huge deal, it's one little symbol. it may bring back painful memories to some people, but screaming at every swastika you see won't change the history of it.
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Crippled by a combat system more boring than watching paint dry. Pick weapon (they're all effectively the same), pick choice of attack (typically Strong if your hit is better than ~55%, or else Medium), then click constantly until done. Would be slightly more entertaining if the attacks had a function beyond just the sliding ratio of damage to accuracy, but they don't even have different animations!
Defense quests are pretty bland too: Watch enemies march across screen, while you're trapped behind your bizarre cordon, then hope you don't mess up because it'll screw up your sequence and if one gets by, you're screwed (mostly for bow people like me who can't hit in front of them, what?) Menu system could use work, too.
A good idea. A lot of good ideas. I'm sure the plot would be nice, if I wasn't yawning from having to slog through repetitive, boring combat to get to it. 2.5/5
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i wish i could move from the shops to my inventory quicker. right now, it takes a while to compare items for sale to those I have equipped.
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The combat animations are getting annoying after a while. Cant there be a option to cancel the animations or making them faster?
Otherwise: i allways love your games undefinied! Thanks!
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It would be nice if there were a "are you sure" button for leaving a treasure chest that still has contents within it to prevent accidents.
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It's very nice..... but I hate the defense quest.... 1 kill gives like 2 gold and sometimes it takes 4 hits. you havent killed him yet but I already lost
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This game really shouldn't be taking up 75% of my 8 3.2GHZ CPU cores. Not even the most demanding PC games do that. Also 55% chance on an attack seems to mean "will miss every single time" and it does the same amount of damage as the light attack which is 1-3 even though the weapon says 1d6. 3/5, will update rating if these issues are fixed.
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"Kingdom's Greatest Hero" they said. Well guess the country is screwed, considering you can barely kill a skulking thief.
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I kinda wish we could export and import saves, although I guess some people could just hack it and get all the achievements like someone always does.