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This game would be great if the achievements allowed you to purchase upgrade. More health, more turns, higher amount of good equipment. Maybe higher level equipment, or even a basic radar. Still like the game though, just saying this could make it worth repeating.
I think so too.
This one was produced in only a few days as an experiment to see if I could make something simpler than my usual, I think it has a lot of room for improvement, chances are the idea will be vastly expanded on in another game. :)
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I don't know if this has been suggested, but maybe add a "freeplay" mode where the players can just completely dominate the board, at their own pace?
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Too bad I can earn all those globes and maps on the achievement screen but can't use them in game - killing quests sometimes are impossible since you just can't find the darn monster within the turn limit. And the "find the portrait" quest type seems to be the worst, since you actually need to avoid picking up stuff and fighting monsters to put those turns into just searching the map sector-by-sector.
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Like Rukus said, its missing some upgrades and some kind of radar, most of the time i just stacking up weapons hoping ill find my quest item/monster/ptincess. 4.8/5
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If not a radar, then a big arrow pointing at the target when it gets in your screen. How am I supposed to know which masked thing is the ninja?
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You know it's an Undefined game when you can beat the level "!!!" boss of your quest and then turn around and die to a level 3 slime who just keeps dodging.
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I love the core gameplay mechanics and would love to see you expand on it in a larger game project. Keep the mechanics fairly simple and streamlined, add things like upgrades, a campaign, etc., and put a lot of focus on keeping the user interface and gameplay experience polished and straightforward. You have a tendency to produce impressively complex game mechanics, then wind up with a somewhat crowded/unintuitive UI. I think scaling back mechanical complexity, focusing on the end-user experience for a bit, then start building on more of that complexity. Your previous titles are already some of my favorite Flash games, but I think with a little polish they could be some of my favorite *games*, period.
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This game is really addictive. 5mins just turns into hours. I understand the constraints of the turn limit to limit game time and all but would really appreciate a radar of sorts to locate your quest objective. Maybe for part 2 if you're going to make it. and also love the achievements screen. A big relief from the usual lines of text or boxes. At least here you can see the hall changing.
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It definitely looks as if some of the achievements don't work. I did a brief save hack to see what they are and then restored my actual game. The ones that I definitely completed but don't get in the game are: All the special food ones, queen portrait and the three related to game time (I even tried reloading the game and then speedrunning a quest to see whether it just forgot to reset the timer, stayed under 5 real time mins - in-game timer was 1:41 - and still got none of them. ). 10 unattainable awards - dev, please fix :)
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There should be a stats page so that you can find out how many legendary kills you have, total monster kills, total number of treasures, etc. It should help with finishing the achievements (when they all are known) much easier, since you will know how much more you have to do to finish, rather than just getting frustrated that you cannot get an achievement because you dont know how much more of one thing you need to get/do.
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Lots of potential, but as others said, it could use a few improvements:
1. Fix the bugs! Namely...no green dragon, the warhammer/pike names, the "undefined" pumpkin, and the wonky tile in top right corner. Also, another bug that I found--sometimes the game doesn't register a completed quest. I had to find the prince's portrait, and though I definitely found the right portrait (I checked against the portraits in the trophy room), it didn't register as completed.
2. PLEASE put maps or radar in! When trying to rack up completed quests, it ruins the fun to be reduced to wandering aimlessly around and hoping you stumble across the object of your quest.
3. Upgrades would be fun! :)
Can't think of any other criticisms. Animation's tight, gameplay is straightforward, and I'm fond of the achievement trophy room. Not a new idea, but it's done particularly well here. I like seeing what object the achievements translate into. If you work on the above items, you'll have a top-notch little game.
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Two things I would really like to see are 1, a map that shows where you have already been, and 2, perks that are earned threw achievements and carry on to other rounds.
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As comments have said, a bit more depth (upgrades, etc) would be cool. But please, please do not overdo it! A solid system to provide cross-game continuity and motivation to keep on playing is what this game needs. Not many complex systems that will involve a lot of micromanaging and keeping track of. This has been, in my opinion, the greatest downfall of all of your games since Protector 3. Just one or two mechanics that allow a sense of progress between games is all it needs.
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I don't necessarily need a radar or map, but I think that when you pick up those map pieces maybe they could give you a clue like "you quest is 22 tiles away" if you pick up another map, you can realise whether you are going in the right direction as it will either be more or less tiles away.
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How about instead of a radar system, some of the items you collect will give you some direction towards the quest target? Like the maps you collect would briefly display an arrow either left/right or up/down to point you in the right direction? That way it wouldn't give it completely away (too easy) but would help, since now it's pretty random.
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tsk missed the kill green dragon quest again :(....ended up killing I guess 2 undead dragons if those are the only other type that is...oh well time to find that dang elusive one.
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My big suggestion is: Make it solely what you can accomplish in five minutes. The turns plus the time limit are unnecessary and the turn limit to be honest is just frustrating. You spend too much time searching for things that by the time you are ready to fight you can't find the main boss! Stick to just a time limit :). Fun otherwise.
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Wouldn't it be cool to have the "time limit" only for one quest, and if you finished it a new one would appear and for this you have another new time limit. So you can play until you die.
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Please choose between the time limit ot the 500 turns and put a radar or something to allow the players finding the mission objectives! On five plays I managed to complete my quest only one time because I can't find the monster! This is quite frustrating ...
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Add a list of all the achievements and what we got from them. It's sometimes hard to see what I got from an achievements and what achievements I got when I get several in one quest.
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If your quest is "save the princess" or worse, "kill the green dragon," good luck. You can spend 500 turns looking for them and never find them.
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Someone made a wiki and kept track of his achievements:
http://protectorworld.com/wiki/index.php?title=Achievements
Did anyone find more?
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It's a little frustrating that my biggest challenge to any quest is just finding the objective in the time limit, even the kill quests. Turning right instead of left might be all I'm doing wrong.
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This game is repetitive, it has some serious bugs (e.g. the green dragon doesn't exist), the last of the achievements are impossible or requiere some serious grinding, needs a radar or a map, needs more turns, needs a freeplay mode, needs some kind of persistent upgrade... I can't stop playing it, though. 5/5
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You guys know that when you pick up the yellow potions, the word is "hardier" not "harder", right? Hardier. As in stronger, as in higher Constitution, as in you have gained one more heart.
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Ok, so right now it's an average game, but the room for improvement is neverending.
As suggested, implement a freeplay mode, and give the achievements a purpose, just like suggested. Give the game some more variety, as in using different tiles and such. Also, this game lacks something very important. I don't know what it is, but it's something that a lot of great games here have. I would also like to know what tools you used to create the game. Good luck in the future!4\5.
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For what the game is, I think it's awesome. I would love to see a sequel. Perhaps with some upgrades or multiple maps? Im sure if undefined got bored enough he/she could spend a whole week on a sequel lol . 5/5 just cause i found myself playing this repeatedly lol