Something I'd like to see is the ability to assign a Priority Point to a skill each time you learn it (or not, if it is not desired), making it more likely that skill will show up again next time (and as concomitant positive effect, less likely that the skills you don't want don't appear as often). This will also make it feel like (and be) a good way to build your characters, IMO.
Got the red orb, managed to JUST miss the platform and fall in the lava. Level restarted, but I already had the orb -- but it wouldn't let me leave ("you should take the orb with you"). No way out, so refreshed the page. Now I have to start over, as "continue" isn't available, despite my saves...
When I started, 46% chance to capture a creature sometimes actually captured one/. Now, at 50%, after MANY, MANY tries, I never get any. Something is off, here..
DarienV: Click on a vampire to see their range of movement. If you don't have the game muted, you will hear a sound when they move. You need to keep track of where they are likely to be (helps if you use at least 2nd level ice breath when they get close).
To be more specific, with (my) IE, I just get the grey screen (4pm PST 8/21/14)... My connection says it is dormant, so I don't think it's just taking an inordinate amount of time to load. No script or ad blockers.
Nice game, but won't load in IE. Attempting to get book behind mummy princess freezes the game (using FireFox, Adept level game (haven't tried the others) -- obviously I'm not the only one having that problem).
The mummy spell book bug is fixed now! :) To reload right-click on the game and select "This Frame" > "Reload Frame"
The game should also now run on IE11 :)
Shameless clone != mash-up of 2 or more genres, of which 1 is very similar to a game you like. The energy system in this and most MMOs, in itself, isn't the problem -- the problem is the extremely protracted energy regeneration times designed to feed the money grub... but the worst part of this game (yes, even including the hideous forced tutorial) is the LAG.
So an enemy dropped a rifle barrel, which was great since I needed one for research... except when I go to research it still says I need to ask a friend or buy. Constantly bugging people or having to grind because I choose not to doesn't seem like very good game design to me.
Has potential, but there are a few problems that should be resolved: if there is an item at an entrance/exit, clicking on the item should NOT activate the exit; HP potion use is a bit iffy (I've had a few times when it didn't seem to do anything, and I don't think my aim was THAT off); sometimes opening chests would make the prize "jump" toward the left edge of the screen (giving me less time to notice and pick it up). Since there are no drawbacks to higher-level equipment, auto-equip would be nice, especially since there is no way to check the stats of a found item apart from "trying it on". Some indicator for how much XP characters level up at would be nice, too. Ability to sell unwanted items, convert them to XP, or maybe just be able to drag them onto the forge screen to decrease the cost of a similar upgrade...?
OK, so clicking on "Menu" will pause/show info screen, and moving mouse to centre of ship will stop thruster (though your aim will probably be wigging out). Changing missions by clicking on it costs money.
Looks good, plays ok, but info screen should also show what each type's radar colour is, and some indicator of what it is vulnerable to (I just wasted all of my bombs and missiles trying to destroy a colony to no avail, only to get it with a rocket... Had it been taking damage? IDK). I assume info screen is shown whenever game is paused (it CAN be paused, yes?). Missions with multiple units to target should count down as progression is completed. ...And being able to turn on a pixel dime instantaneously was... unexpected. Adjustable thrust would be nice.
I liked it, but: For the few times I played (back when it loaded), the oracle and antidote only ever appeared on the first dungeon level, but were only effective the moment I landed on them (so the antidote couldn't ever keep me from getting poisoned by the gas cloud guarding the demon, and since the sword was required to kill the demon, that meant that every snake after level 1 was off limits -- and trying to reach the oracle generally isn't worth it, as avoiding the tunnels isn't an issue until deeper in). Were they supposed to be permanent or appear on each level?
thx for your feedback