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I think attacks from a frost staff should have some kind of bonus if attacking a unit in water. Maybe a small chance to freeze? It's useful to use frost magic in water to create tiles you can stand on safely from receiving an instant crit but it sucks that they don't get any bonuses.
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took me long enough, finally just got m first win as a fire mage. kept me occupied for longer than anything else has. 10/10
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Hmmm... most of the time, I like that the loot/random boots aren't related to your class--I like multiclassing! and collecting staffs with different elements to use on different enemies (what's also fun is using poison or cold staff first, to inflict poison/slow, then switching to a different one). And, I mean, getting a melee or range skill boost when I don't have any weapons that use that is kind of meh, but hey--I COULD pick up a relevant weapon; I could find an axe and want to use it if multiple enemies corner me, or a spear/halberd I want to use on a crystal golem, or a bow I want to use on mages so I can shoot them from outside their range. But what *is* disappointing is when you get something that you can't use even if you wanted to--mana-boosting or mana-using stuff when you're playing a barbarian.
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What happens if you jump into the pit on the last floor? I tried it on the first floor, and it just sent me to the next floor.
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I won with the warrior first, so it is hard to say how long it actually took as I wasted many attempts just trying to remember (and sometime unremember) the game play, but I rarely got beaten before hitting level 10. I won with the Rogue pretty easily. The Archer was a bit harder. I also won with the Fire Mage, but it took awhile. The Storm and Ice Mages seem substantially weaker. I have only played the Necro a few times, but can see a strategy for winning. Haven't tried the Enchanter. The Barbarian is completely worthless.
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The enemys with reflect are completely unfair late game if you are a ranger since they can just one shot you and you cannot really hurt them at all otherwise its fun, more non-magic weapons would be nice though
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Lastly, I rarely buy anything from the shopkeeper, I ended up at the end of the game spending all my gold with coaches, the shopkeeper almost never has anything that is really useful, even in the final leveis. In any case, Good Game! Will be great if had a mobile version. (2/2).
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The game is incredible, but it needs some serious improvements ... especially regarding loot. In one run I got 7 weapons and not one armor, in the other several robes and I was a warrior. The loots of the side dungeons are not worth the risk. Wizards do not gain elemental resistance to their attribute, despite their enemies. I highly recommend you leave the loot less random. The loots from the side dungeons should be better too ... it would be interesting to have unique items for these places. It would be interesting for the characters to have a differential beyond the skills and the way they use the skills (mana, time, kills), such as starting with certain passive skills. I also think I should gain experience every time I hit a floor, so side dungeons could be more tempting. Part (1/2).
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Seems not just me, a lot of ppl notice that the extra dungeon are completely pointless except as a challenge...You risk losing and sacrifice real time which is the sole indicator of your performance for getting crappy loots. At least put another trophy there to save us some time.
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For anyone who is starting now. Strongly recommend starting with the Archer.
In my opinion, for the beginners:
Tier 1 - Archer.
Tier 2 - Necro
Tier 3 - Fire Mage and Storm Mage.
Do not waste your time with the other classes if you have never finished a run. Otherwise I recommend that you do not enter into a side dungeon before you have gained enough experience in the game. Usually not worth it, it's just an unnecessary risk that will lead to some useless loot.
For the veterans here goes my own experience with all classes.
God Tier - Rogue and Enchanter.
Tier 1 - Necro.
Tier 2 - Range.
Tier 3 - All others Mages.
Tier 4 - Barb.
Tier 5 - Soldier.
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That was super fun! Is it intended that you can life-tap your own skeletons, cannibalize the health back to mana, and summon more skeletons? o_o That means you can cycle back to full health/mana at any time. Also. .since charm can't fail, you can really only lose by running out of mana, which farther OPs the previous scenario. Still very fun of course ;-D
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Finally, after 50 daths or so, I've won. twice in a row, with different characters! yeay! But... i don't know, the final level was not so impressive (maybe the expectations where high waiting 50 times/daths in a row to reach it?) you fought all that much for a flower vase? (or holy grail - whatever) Maybe you'll think to add some big bosses or something in the final version to spice it up. But anyway, great job, it's so enjoyable, basicly there's not going to be one game like another, so it's perfect for playin over and over again.
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Stephen595- Wall ambushes don't show all of the time. I don't think that it's intentional that they do show- just a quirk of the map engine. Sometimes, you can barely see that outline. But that doesn't justify that they exist.
When the outlines don't show is when they're the cheapest- an army just suddenly appears, all of them aware of you, all of them gunning for you. At once. Half the time, when your already dealing with another small army. They sandwich and kill you, skills or not, they overwhelm you with sheer numbers. This can happen even if your alone at the time. At the least they put a major drain on your resources for a sudden and unavoidable fight that shouldn't have happened. The warning glyph rooms reward you with treasure and is something you have to get yourself into, when your ready. But the wall ambushes are more like "Surprise! Ready or not, here's as many enemies as the glyph rooms with no reward whether you like it or not."
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why can i actually cast spells on myself? it was an accident and I lost the game... (i do actually love this game though)
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Last level of the arcane tower seems to be bugged. It's the second time that I reach it and kill every monster only to be trapped in the last room, surrounded by lava and no way out. The only option is to reload the game. On a sidenote, we should be allowed to step into dangerous terrain on purpose. Sometimes it's better to lose a few hps going across fire or gas, rather than be stuck getting pounded from all sides. Maybe ask a confirmation?
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BUG- Arcane tower- Had 2 portals on 1 strip paths, wall and pit opposite, 3rd portal path also blocked by merchant. Couldn't walk around portals n merchant to make my way to 3rd portal which went to steps rooms.
----p---
-xxxxx-
p----mp
-xxxxx-
----p---
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I think I'm stuck. The stairs down are behind a switch gate... and I can see the switch through it. The switch to open the gate can only be accessed behind the gate it opens. There's another gate on the floor, but I just used all my keys on one of the side dungeons, and the merchant isn't selling any. Am I missing something? This character is doing so well :(
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Level 16, run into a teleport trap... it puts me directly in front of the goblet. Possibly the funniest thing to happen yet.
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Won for the first time as Fire Mage after too many tries. The last 3 levels are definately hell. Used wand of confusion when too many enemies suddenly appears. It works like a charm (see what i did) confuses enemies to attack each other. My advice is to keep your scroll of fear, domination, teleportation/blink(for retreat) for the last levels. To kill Crystal golem as a fire mage I waited near corners then use fireball so that it cannot be reflected.
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Ok... something has to be done about the crystal golem. The amount it reflects makes it near impossible to kill for some classes. Can't tell you how many times I've one-shot myself on them. Game is really fun, but that monster needs some serious tweaking.
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Okay, I've beaten it on all classes and I have half to 45 minutes or under. Equipment matters but strategy matters more. Each class has strategic advantages. Every corner or hallway you use to control them stops them from killing you. Sprint is really useful. All of the "on" magic buffs are good. Learn the enemies, learn the environments. Don't starve.
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I think what I love most is how many times I have growled, "But I was doing so WELL!!" Is that not the true testament to a Roguelike game? I'm enjoying the HECK out of the new Ice Mage, and I'm getting much out of the updated Warrior, Ranger, and Necromancer!
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Can you clarify the conditions for transferring enchantments on equipment? I'm looking at a +2 charm that I want to transfer to some armor and I can't.
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@SladeLumn Wall ambushes are detectable: You can see both sides of the wall where there should only be one. Next time you have fully explored a map but still get "partially explored" when pressing e, look carefully at the walls.
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After playing over 30 games, I can safely say the #1 thing you can do to improve your gameplay is to use your environment to fight the enemy. If there is nearby water or a pile of bones, kite the enemy back so that you can attack them while they are on the unstable ground (All attacks critically hit targets that are on the unstable ground). Kite enemies through the explosive mushrooms and use the explosive pots. Kite a ranged enemy around a corner and ambush them as they come close enough. Funnel a horde of enemies through a narrow passage to take them on one at a time. Throw projectiles at ranged enemies from afar, especially when they are in the water which causes you to critically hit them. Also, don't forget to switch weapons depending on your situation. You can change from a two-handed sword to a spear to hit an enemy that just began to run away from you. That really sums up the critical elements of strategy in this game.
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The power strike increments don't seem very impressive compared to the spells. An extra 20% every 10 turns isn't that great
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I found out why my character will walk instead of attacking: it thinks that i am holding down shift (which i am not). Considering how important that is for the game it should really show whenver it thinks that.
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the versions on chrome and edge don't work, it will go to 99% the bottom right corner disappears, I haven't even played this game yet I really want to.
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the infectious diseas from the necromancer is annoying
I get that you should try to stay away from enemies you use it on but unless you have several sources of healing your sure to be dead
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Being under the effects of Boots of Flight or a Levitation potion, I still trigger mushroom explosions? Not sure if that's intended behavior or not, but I thought I'd mention it. Seems like I shouldn't step on a mushroom if I'm flying.
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Your not even going to look at the variable damage? I get why you want it in the game and it's not a bad idea but its implemented badly. If my damage is 28 I shouldn't be able to do 3-4 over and over. It results in unneeded, unavoidable damage and ends up being another way for RNG to screw you over. It's even worse when you never see an enemy capable of dealing 15 damage deal a low roll 2 they will deal 13-15 damage. It's unfair and unfun in a game were the odds are already stacked against you to the extreme. I'm not the only one saying this either. I've read tons of comments talking about how bad the variable damage is. The unavoidable undetectable pit/teleport traps and wall ambushes need to be removed. They are just luck if you happen to trigger one or not, and tend to screw you over when you do. They are the definition of unfair gameplay. Too many of my deaths are because of these. In fact, all of my wins are runs where I have triggered either none or few of them.
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I have always considered the various versions of Rogue Fable as the best roguelike games out there. It still has some of the same shortcomings though that make it a game you play for a few weeks then move on. Here a few ideas that might help keep it at the forefront for longer.
1. Bonuses for completing the achievements. I see no reason to try and win the time-constraint trophies.
2. Give a gold bonus for completely clearing a level: 10 for level 1, 20 for level 2, etc. That would help with the gold scarcity issue for those who need to purchase a few items on their way to the top.
3. Add a 2-level optional dungeon in the early parts of the game. If you aren't going to offer the traditional bottomless roguelike dungeon, give us more chances to level up.
4. More game play and levels would make the idea of multiclassing a better possibility.
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uh, i used Levitation, and deactivated it, but i didn't get my MP back.. MP i get from +1 Staff of Energy, (i upgraded it from 0 using transference table), i thought it would be like Summon Skeleton skill.
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I have one once with every class except barbarian. Part of the problem is the rage meter drops too fast to be able to recharge abilities. The other problem is that whenever I play one, I get tons of energy pools and equipment that boosts mana, which is useless for the class.
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@Saruleon: telepathy lets you know where the monsters are located on the map so you can plan your moves around it and avoid getting into dangerous situations. Keen hearing is the same as telepathy but has shorter range
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Something to make the game less frustrating, detail when delayed attacks are going to go off, as well as their reach.