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I really love this version of Rogue Fable! A little more difficult and random than the previous (good move on the random damage/protection), which makes it more exciting, and keeps the rogue-like flavor alive.
I haven't beaten it yet, but even so I have two suggestions:
1. Coins feel too rare. I wish there were either more coins, and/or the merchants paid more for items. The amount of levels it takes to accumulate, say, 170 coins for a worthwhile item makes the whole mechanic frustrating.
2. Maybe jumping the gun because I haven't gotten to the end of the game yet, but I want an endless mode!
Really excellent game, though. One of the best on Kongregate for sure.
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In response to Lomegalul about this ice mage, id argue ice mage is one of the stronger characters. Cone of cold is an incredibly powerful spell as it does a decent amount of damage to an aoe, knocks all of the enemies back, and slows them. If a group of enemies is close to them its definitely the best choice for getting away from them (If it doesnt kill them). The freeze spell takes an enemy out of the fight for 8 turns(which can increase), this means you can take a strong enemy out of the fight long enough to deal with other targets. The spell also makes it so nobody can walk through this block until the spell expires, even if the enemy is dead. This can block off a hallway long enough for you to escape. Lastly freezing cloud if used well can deal an immense amount of damage to enemies, though it can be hard to make enemies stay in the cloud. Overall Ice mage is the best character for controlling the battlefield and can do an immense amount of damge if used well.
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love the improved artstyle, and a lot of the new items, effects, enemies, traps, floors etc. overall a very well done third game. Im just not a huge fan of the random damage system, RNG just feels so unfair when you had an expectation of killing the enemy but instead get killed yourself
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Barbarian Cooldowns are bugged. If you use for example Power Strike (cd 10) you have to kill 10 targets before you can use it again.
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what's up with a closed gate generating and closing off the stairs down path? encountered this bs for the second time, only now i don't have a key...great game btw, keep up the good work, mate!
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Just dropping in to say congratulations.
Also, curious to know if storm mages blind-zapping you is intended or not? (rip win #3)
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I never liked Rogue Fable because of too many based luck factor, so I hope this one is absolutely the same game to the previous. Maybe you should allow auto-save in every floor to stop created tyranny called: "play to die mom". It's so easy to enable auto-save function so easy to do. I do not understand the decision to disable checkpoints. Why? There's no reason. Where's the difference to implant save file or checkpoints to not doing that?
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"Your level 17 Barbarian fell to his death." Oh. I thought I could survive jumping in a pit. Whoops. I was definitely having freezes on my cooldown time. It wouldn't move for a long time, then it would start counting down again.
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Why is the barbarian the only character that can't obtain mana, even if i put up the intelligence + mana bonus items + focus, it's as if he has no mana at all. I understand he has a 'Rage Meter' instead but if a player is willing to put skill points into a skill they should get the benefits of which that skill specifically dictates. Beyond that 5/5. Addicting Fun!
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how about implementing "smart loot" there is no point when you are playing the magic class and the game gives your armor that is -25% to spell power
also, consider allowing using ranged abilities to open the trap doors, I've died twice now on level4 of the side levels, The Core, because i get swamped when i open up the hidden doors. No way to outrun the swarm of enemies when you are right in front of them
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After many deaths, finally won with the ranger classes! Difficult, and could use some tweaks, but ultimately very satisfying
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This game is absurdly hard. Some suggestions: Make Magic resistance more plentiful- the elementals just wreck your character. On a similar token, giving elementals range 7 (at least ice ones) seems a tad harsh.On that token, we need a better system than protection's block 0-X damage or magic resistance's "chance to reduce 40%." Those are not stats to rely on, because one unreduced hit can KO a character below half health. (Also, I think the battle axe is bugged, because it says it will deal 8 damage but occasionally hits for 2 on weak enemies like rats and goblin archers. Its possible that enemies have rather high physical protection).
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Trying to play mage: wow, how many good warrior items this game have: super fire sword, vampirism ring, vampirism gloves and a lot of plate armor.
Trying to play warrior: wow, what a great staffs with aoe damage and a lot of charms... And i'm trying to kill enemies with starting sword
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In the arcane tower, the ice bats summoned ice bombs at my feet, even if I couldn't see them on the last floor. Also was zapped by the orbs that were out of sight.
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not sure if this is intended but is the cooldown for abilities like power strike or sprint only reducing when enemies are killed?
Is it just lightning bolts in particular or does it occur with other enemy attacks as well? Enemies hitting you from out of vision is def a bug and not intended.
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I think I didnt deserve to die to my fire orb. I moved out of the way, but it somehow exploded before my character completed their move with no enemy directly in front. Could this be addressed?
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I think I found a small bug. When playing as a storm mage, casting lightning bolt on yourself will cause your character to disappear. You reappear when you attack again.
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So, multiclassing seems to be a good strat. I finally beat a round as necromancer by plugging my life spike, mana, and spell casting while using a super enchanted hand axe with cleave for the buggers who got too close. Then again, I've only finished one round, but that can largely be blamed on reflective golems.
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Seeded Runs seem like they could add even more to the replayability of the game. On a different note are there plans to add more "boss" enemies to the game like the vampire bat and mosquito prince? Those add quite an interesting dynamic to the fights with them based on what you have and it'd be nice to see more. Also it'd be nice for more detailed ability descriptions as the requirements for some abilities (e.g deflect needing a shield) and the range at which some can be used(for instance life spike out ranges firebolt but neither say the range) are not entirely clear. Finally some attacks seem to be unevadeable like the elementals bug or intentional?
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Abao: not getting a poison *staff* means you lose out on ~+20-50% damage on your already ~200% damage level for staff shots and ~0-30% damage to your poison skills, while allowing you to do a second element of damage. I had an easier time as necro weilding a fire staff. It's very easy to get at least 1 greater staff. Rashak: I like evil eye just because it's a relatively rare enemy that can force you to use strange tactics/items but I agree it should be easier to avoid being hit by confusion, maybe give it a 1 turn chance for you to dodge it, like smite.
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Great game. I'm loving the new abilities set up and characters. I especially like the necromancer. The Evil Eye enemy seems a bit overpowered. Getting confused and being unable to fight back for 9 turns and having no way of getting out of it is a bit much when you're already grossly outnumbered and surrounded by strong enemies in the later levels. Although, it was only due to this confused state that I found out you can jump into the pits. Thanks for the game. 5/5.
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Still haven't removed variable damage? Want MORE proof that it's a trash mechanic? I just had a run end almost as soon as it began against a Goblin Brute and Archer because I couldn't do more then 1 damage to them. I had full health and no debuffs, used both power attack and shields up, but still never need more then 1 damage while the enemies got 3-4 consistently until I died. SUCH A FUN AND FAIR GAME WHEN YOU DIE TO RNG OVER AND OVER. Seriously, how can you even defend variable damage at this point? Let it be known that your skills did not even close to bridge the gap that they were intended too, even more proof that you need to at least give variable damage a major overhaul, if not remove it entirely.
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I've noticed when I summon a skeleton (playing necromancer) that my total mana drops 3 points. Went from 8/8 to 5/5 instead of 5/8. Is this a bug or is that supposed to happen?
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Fourth try on necro, lvl 20, won the game, didn't get a single poison wand the entire game. Not in drops, in any of the bonus dungeons, and not given by wish wells, and not sold in shops. Seriously, this is ridiculous.
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If you get swamped by enemies at the entrance to a level -- and this seems to happen a LOT in certain maps -- you can draw them to the stairs and go back up. Only the ones around you will follow. You can dispatch them there, then rest, then return. Frankly, some maps only these guerilla tactics work.