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I want the impossible badge, but I don't understand how the scoring works at all. How much score is for time/gold/items/kills/etc? I don't know what to focus on at all. Should I kill every enemy? explore every square? ignore the scavengers or buy them out? Or just speed rush to the finish ignoring everything? Does using items affect anything?
Hiya! I don't like to share spoilers, but other people do :) There's info about the score formula on the main page of this massive fan spreadsheet (look to the right): http://tiny.cc/CardinalQuest2Guide
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I know I mentioned this previously, but I want to hear it: some of the achievements involve completing acts with all 6 characters. The highest one involves completing all missions on suicide with all 6 characters. Well I'll tell you what; if you manage to complete a mission on suicide with a melee character, I want to hear about it. I'm serious, I'm actually curious, if you've done it please describe to me what class it was and how the whole thing generally went and what you did. Also as I said before, I get wrecked with melee chars fairly easily on NORMAL on the first or second mission, so if you've done something like beat chap 3 on suicide with a melee unit, I'd really like to hear how in the name of god you managed it.
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I agree with gigadrain. And first off I absolutely love this game, every single aspect of it. But I think the lighting is a bit overdone. I get the point, but can my badass hardened [class] really not make anything out through any bush? Or even worse, when the "bushes" in the next acts come into play and its literally just tall grass. 5/5 regardless though =D
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after playing this for a few hours.. i've started hearing the background music of the game even when I close the browser and turn off the computer.. is it just me? @_@
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Would be 4/5, but the dev is awesome and listens to what the audience requests and has already vastly improved the game, so 5/5 it is!
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hint charm wizards that summon monsters before they summon them while they are charmed any monster they create belongs to you even if the charm wears off
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This is my imagination of the perfect game. It's fun, you can do what you want and discover sutff, the comunity is welcoming, and the game has my favorite type of a dev, the one who listens to player's suggestions! You have a 5/5 from me.
P.S. I'd suggest that this game should have a forum since there are a lot of people playing and i'm sure the comunity could use it well to share their experiences and help new people.
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@ uberpenguin as some one who played rogue in beta the right combo of skills can make you damn near untouchable i liked the stealth berserk mirror charm and teleport and it was hilarious to mirror charm and then berserk stealth when they were fighting each other also teleport makes no sound so if you had enough speed it was a guaranteed to be a backstab
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Also, tell us what certain effects do rather than just throwing out some random name that means nothing. I have to admit, I'm mostly saying that because I'm pretty annoyed that I wasted moral getting the bosh modifier for the thief thinking "Oh, dazed, that's probably like being stunned, right? So they'd not be able to move or fight back?" when for all I can tell dazed literally doesn't do shit except make the enemy move around randomly. They can fight back like it's nothing. How the hell is that supposed to be helpful in any way?
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How do you get to lvl 25 and how the hell do you score 120k points? I finished all 3 acts and got only to lvl 11 and scored ~40k points.
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I dunno, ranged units are consistently, ALWAYS better than melee as far as I can tell. Melee honestly doesn't deal out very much damage since it's always freaking missing, even with high attack, and it's way easy to just kite enemies as ranged until you can finish them off,especially being as there are just so many different ways to keep an enemy away from you that complement range yet so few skills that help a meleer. I mean, I can fairly easily clear everything on hard as a ranger or mage, but I can hardly clear normal with any given melee unit. What I really think is that you need to give melee units more skills that allow them to regenerate. There's no possible way to function as melee when you're facing units like ogre things where even one take you out, but that a ranged unit can run circles around and kill without taking a single hit. That doesn't mean nerf ranged units, it means give meleers some skills that make damn sense.
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I'm really, really loving this game so far. Just a nitpick though, it would be nice if the Paladin's Consecrate skill would show you what the resulting weapon would be before you activate it, or you have an option to somehow de-activate it to get a new weapon at some cost, like maybe half your current HP. Just a thought.
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The font does not display cleanly on my screen. Sometimes "+"s look like "-"s and letters and numbers can be hard to read. Please switch to a clearer font and leave the artsy pixilated look to everything else.
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I think that a cool addition for the next patch would be the ability to steal from shopkeepers and scavengers. They would be really hard to kill but they would drop all of their loot if they were killed, and some extra gold if they were successfully backstabbed. You could even add a rogue ability called pickpocket that would allow you to steal from an npc that did not notice you and gain more gold than if you had killed them. It would go off intellect. Just some ideas I came up with while playing through the game with a rogue.
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Great game but the drop system is awful.As a fighter i didnt get a single wepon through whole act 1!!!Just intg thingies but ofc as a mage i get wepons and faith items:/ 8/10 game drops sucks hard
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I like the random element of the game. This way you can play over and over the same levels to complete the achievements and not get bored.
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During the last level of Stage 3 the floor itself grew on my character and killed it. That was a very unpleasant surprise.
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I am happy about this game, fun, super fast, get gold fast, character strong on start and the gold we get from killing enemy guys! 5/5
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@LordBucket: I could see a system like that make sense for the planned adventure/ endless mode. The 3 acts are well-balanced as they are, but having an extra set of unlockable permanent advantages (tied to acheivements) for adventure mode, especially when it can be designed with those in mind, would be pretty nice.
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A bestiary for discovered enemies would be a great addition. Details about the abilities of the beasts would be gradually revealed after encounters, possibly more to characters with higher intelligence. Once a beast is fully researched in the player's archive this knowledge could offer some advantage against them.
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My new favourite combo, Wizard, with inspiration, magic mirror+polymorph, blink, fireball V2 (for the slow), and summon wisp, i was basically untouchable, it's fun because the magic mirror copies don't shatter while morphed :D
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It bothers me that there's no persistent upgrades outside of what you can currently buy with morale. It'd be good to see something more offered given the huge amount of replayability this would provide.
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@LordBucket: A big part of the game is trying new things, rather than getting more powerful. You say that "As is, we grind for morale..." but if we got +1 damage for 100 kills, wouldn't that just make us grind for damage? This game encourages (with excellent timing) unlocking a new playstyle, playing it a few times, and then using the morale from that to unlock another. Have you tried Fencer Mage? Melee Ranger? Noncombatant Paladin? Persistent, stacking upgrades would destroy game balance (Impossible badge just becomes grind until you can smash through) without enhancing the existing, enormous replay value in trying new things. If you're only willing to try the "best" combination, it's no wonder you're discouraged. If that's the case, I can respect that as a powergamer myself - but I feel that the current set appeals to more.
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I desperately need an "enemies remaining" count on the map, at least when it gets down to five or fewer. In a game where every little bit of experience counts, but every step subtracts from one's points, I need to know when it's worth it to go hunting, or at least when it's already done. The little "That's the last of them message" is too easy to overlook and goes away so quickly.
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I fudging love this game, so addicting and creative, took me like 3 hours to beat the first act. Please add in more and keep working hard to make this the best dang flash game on kongregate!
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This would have been much better if achievements unlocked persistent upgrades. Beat act 1 to unlock a new class. Get 100 kills for +1 damage. Etc. As is, we grind for morale, but achievements aren't huge part of that and too many things we unlock are mutually exclusive. Only one perk/gear at a time. Most of what I buy, I can't use. If I know the "best" combination, I can buy it first and then there's nothing else to do. Achievements for cumulative persistent upgrades would encourage rather than discourage me to keep playing.