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The barbarian looks just like a stronger version of the warrior.
More competitive IMO with this rage mechanic in exchange for some inconsecuential talent like Heavy Hands
Heavy hands was removed. I'd like to keep buffing up the warriors defensiveness so that we get warrior=defensive melee and barbarian = offensive melee.
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Okay, played with the Barbarian five times now. I definitely need to find a good strategy for him, since I haven't gotten past level 5 yet.
A few comments: his rage doesn't seem to have much of an impact; so far it adds a point of damage, maybe two... for a very short time. I would definitely extend the time rage lasts. Even at double that time when you spend a talent point (and have 8 melee), that seems "okay". By the way, it's possible that you just kill a monster, and the rage counter goes from 5/5 to 4/5 immediately. How about your Maximum Rage would go up with your Melee percentage (like damage)?
Gonna give him one more try before I get back to work.
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Game crashed when I tried to shift (or ctrl) click a stask of darts in my inventory while trading. It would be nice to have an option to sell whole stack.
Will look into the crash. Stack selling would be nice, I was trying to avoid having additional buttons on the interface but ctrl/shift click sounds like a good, standardized way to handle that. Thanks!
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I tried out the barbarian, and after three try I reached floor 13 and died (I'm not good in close combat)
the rage system need more impact to the gameplay, it was hard to feel what it does. Maybe bigger stack size, and some damage reduction based on how full it is.
Thanks for feedback. Gonna let barbarian comments pile up a bit before I make any sweeping changes so that I can get a good feel for the general consensus on him. I'm probably planning to reduce his hitpoints and as you've mentioned boost the rage so that he plays significantly different then the more tanky cautious warrior.
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Im 90% sure that health bar disappearing is related to the fact that you can "scroll" the screen a small amount. Its not enough to remove any information other than the top line, but that is where a bunch of important info is stored. Im using safari.
The problem is not fixed in this current version
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I was playing with the new tweaked Warrior, which has that useless sword in the beginning. Lvll 5-ish I believe. Found a wishing well. What should I wish for? I want my hatchet back!! And bingo a +2 Hatchet appears. Next corner, exploding wall, angry mob, took it back :( All hail the RND gods..
Aww poor sword, I even boosted its stats. It wants to be a real boy too! And yes the great RND god is a fickle and chaotic deity who dishes out gifts and punishments in ways mere mortals cannot comprehend.
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It's rare to see a developer so invested in a game; replying to comments and making adjustments as he sees fit. Great game, great developer - thank you!
It saves each time you descend a level so if you leave the page and come back there is a continue button. I'm working on implementing a save and quit button to save you in the exact spot. If you mean save to reload upon death then that doesn't exit, permadeath is core to the design of this game (and all roguelikes).
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either necro is really strong or the rest is really weak. couldn't get further than a few levels on all classes, except necro where everything was a breeze with the life spike ability. overall a nice game. "Crawl lite" kind of feeling
Crawl... but I don't have 8 hours is what I was going for. I'm not suuper concerned with the classes being balanced. I'd rather they each play differently. Some can be easier for beginners, others can be for experienced players. That being said poor mr necro is probably going to be nerfed soon after it was demonstrated to me how you can literally have infinite energy and life with life spike + canni. Thanks for feedback!
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This is probably one of the best flash Rogue-likes I've played, however, I do have a few ideas and concerns.
1) I like the idea of having little inventory space, but I sure would like to be able to sell, and/or drop items from my inventory.
2) I've seen this one mentioned before, but I'd like to see more end game content, perhaps points you get for beating a run that could be spent toggleable changes to game mechanics. ie, Spending a few points would give you the ability to increase spawn rates for enemies, or increase the chance of a certain level
3) This one's just a little nitpicky, and goes along with my first, in the way of inventory management, but I sure would like the ability to change the order of my activated talents. Same goes for weapons. Sometimes you get darts and then a melee weapon, and once the darts are gone, you just have empty space until you get another item.
For me, inventory management is important :P
Thanks again for the game, and I hope my feedback helps.
LOL, berserk + you standing on vines + he rolled an actual crit on top of his berserk? Your welcome, that ones being hanging around since the first game as was mentioned.
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Remember me? Probably not. Back in Rogue Fable 1, I confirmed your thing about firefox long while back, Jan 18th, 2016, to be exact. I'm glad to see you finally made a second game!
Haha I've probably filed you away in that locked part of my mind where I put all the hellish memories of bug fixing and crash reports :P Hope you enjoy the sequel!
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As an one life game, this game rely too much on luck.
Lack of talent pt / correct skill book can kill a lot.
not to mention no way survive a group of imps ambush.
Balance is still being worked on so I agree there's always room for improvement. That being said I can get to level 8-9 in almost every run and after that I've got maybe a 50/50 chance of winning depending on focus. I've also spoken to other people who have won with every class (sometimes multiple times). Its all just about figuring out every... single.. little... trick and exploit. Every possible advantage you can take must be learned.
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Also possible bug: I think i received lethal damage from a fireball (the shoot in direction huge aoe one), but on the same turn the fireball exploded and may or may not have killed me I killed an enemy so leveled up,taking no damage from it- probably.
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Bug: if there are coins immediately next to you, and in a line from that an item to pick up, if you click the item you move to the coins and pick up the item, regardless of how far away that item is
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As in the *Hack games, could it be possible to sell unwanted items with the trader than have them clutter up your inventory. There are cases when you run out of space and you can't get the thing you want. I've been playing this game instead of sleeping. Chance of winning: low. Chance of being tired again tomorrow: very high.
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Some visibility issues: Slimes under water are invisible and necromancer's poison clouds often make it very hard to spot enemies under it.
Thanks for letting me know. Slimes might need to have their graphic modified (blue on blue was a baaaad idea given the volume of water in sewers). I'll just make poison cloud a 'bit' more transparent.
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I've played several times - just finished it for the first time! ;-)
Wouldn’t call it easy game – but challenge level is acceptable.
I got special weapon (StormChopper), but only one time in all my games.
With such rarity - I assume that most of the players doesn’t even know that special weapons exist in the game. Maybe you can change the chances of rare item drop?
LOL but that's the whole point of rare drops. I just found a ring of reflection for the first time while running the barbarian down to make sure he's actually winnable and I've being playing this game for months. There are actually quite a few very rare items to find.
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Please warn player if he is moving under severe form of DOT effect. My powerful air mage died to cold damage in Ice cave because I clicked too far from my position. It was very frustrating to go from 50+ to 0 HP with no means to prevent this death.
Will look into it. Thanks for feedback. Could have sworn it stops movement each turn when taking dot damage but maybe I'm thinking of it halting auto explore.
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I've never found a merchant and I went through 10 levels (actually dies on the tenth). Are they random or do you have to get very lucky.
They are random but that sounds like some freak bad luck. I believe they are 50% chance every level after level 4. Exactly how bad your luck was (as in whats the probability of getting no merchants up to level to), is an exercise left to the reader :P
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wish we could sell shit.. but very entertaining game with replay value. well done.. prolly only game on kong that surpasses it is 'The Flower'
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If you have full inventory (rings in my case) and you buy an item from the shop you just lose it and your gold. Not cool. :(
Added selling to shops so full inventory should not be as much of a problem anymore but I'll add this to my list just in case someone gets all pack ratty and still has a full inventory. Thanks for feed back.
Yes it is. I didn't want players to just become invincible given some freak combination of drops, skills and talents. How'd you managed to get 75% if you don't mind me asking?
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Might be just a me issue, but I can scroll the playing screen a tiny bit, occasionally obscuring important info like my health, hunger, mana
Kong was shrinking the game on my browser unless I gave it a bit of space. Not sure if this is an issue for everyone but I figured it would be better to have a bit of accidental scrolling than have the game be compressed by 10% and look terrible.
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Well-made, but as a fan of rogue-likes in which skill is more important than random rolls, I don't like the game balance. Every single death I've ever had has been due to circumstances I could never have possibly avoided, due to simply running out of resources I was already extremely conservative with (i.e. have to be chugging 3-4 mushrooms after every single large encounter, as a fighter, just to break even). And I've played long enough to have some great (seemingly) runs... they aren't satisfying enough to make up for the tedious ones, IMO.
Thanks for your feedback. The balance is absolutely something that is still a work in progress. The ideal point I'd like to reach is a game in which perfect skill leads to perfect results. As in every single game should be winnable given enough skill and knowledge on the players side. The game, as you have pointed out is certainly not quite there yet. All I can say is I'm working on it. I'm totally fine with the game being hard as hell I just don't like situations that are essentially just 'roll a dice' and you lose.
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Good game, and I like that you are continuing to add features. Here are two bugs for you: 1) New rings don't replace inferior rings the way other items do. For example, if I have a +1 Ring of Stealth, and acquire a +2 Ring of Stealth, I now have both in my inventory. 2) If my inventory for a particular item type is full, and I buy or otherwise acquire another item of that type, then it just disappears into the void along with my money.
Thanks for the feedback. Yeah the ring thing was supposed to be a 'feature' since players might want to wear two rings of the same type. It probably makes more sense though just to replace them as the other equipment does. I'm adding selling to shops in the next update so this should help alleviate the full inventory problems.
This may be because of a recent upload the fixed some spelling mistakes, specifically on javelin. If you had javelins in your inventory this has essentially corrupted the save file. Sorry about that.
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interesting. i managed to save even though i crashed on a stair ascension. so i can load in the same room each time but each time i crash trying to go up those stairs again lol
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Suggestion: It is frustrating to get multiple copies of the same gear in a run without finding improved versions. Possibly make it so that anytime a weapon/armor you already have is dropped/picked up it improves the currently held item by +1? (once found 3 axes as a warrior, all of which were +0)
That's very odd. What your describing is exactly how its currently implemented. You should always pick up an item that is plus one from your current item if you already own it.
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I like this game, I can plan ahead, mix the classes after I found their book. when I first saw the food, I didn't understand why, but it's add just a little bit of spice for the game.
One thing I hate, and happened with me multiple times: I entered a new floor and BUM enemy everywhere, I can't even move, because if I move I am dead. The last time it happened on floor 15, got killed by 3 wolf spawner q_q
This is something I'm giving a lot of thought to and may never have a 'perfect' solution. I definitely don't want to guarantee the stairs to be safe as some of the most epic skillful encounters are fighting your way onto a new dungeon level. At the same time I completely understand that the dice can fall in such a way that there is just an insane number of enemies within a few steps of the stairs. So I can't promise you a perfect solution but I am working to get the balance as close to ideal as possible. Thanks for your feedback.
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bug report: Was character level 2, did not spend skill points and had browser crash (not flash, entire browser). Upon restarting the unspent skill points were gone. Using Chrome.
They both stack, but only when sneak attacking (attacking asleep or unaware enemies). I'm not yet sure about the balance so I'll need your guys feedback but I'd like to see the rogue landing some pretty massive criticals by end game with sleep attacks.
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dumb-way-I-died fired at a pot assuming it was fire pot to kill off the maggots. it was a poison cloud pot (never seen one before). panicked and tried to escape the expanding cloud, maggots finished me off at -10th floor, lvl12 Necromancer with maxed out Necromancy skill (resistant to poison). fast little rascals.
Yeah I've found the necromancer of all classes has the greatest problem with those damn maggots. Everyone else generally has some sort of easy to use AoE to just clear them away.
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rogue is bugged. through level 5 sleep dart worked just fine, but on level 6 it didn't work at all (enemies were not poisoned) evade also did absolutely nothing.
Thanks for the feedback, I'll look into it. Evade should work but obviously enemies can reagro you if you still have LoS with them. I'll look into both issues though.