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I'm just going to suggest that if leveling something has no benefit unless something else is unlocked, you shouldn't be able to level it. I wasted a lot of mastery points that I wouldn't have otherwise.
Not trying to be overly critical, by the way. I think the game concept is good.
I try to do stuff like that but Innovation has other uses later on so it wouldn't be possible (plus it works on all skills, even level 0.) I am however planning to add a Mastery Skill Reset button but there are a few issues that need to be worked out first. Edit: Forgot to mention you can also experiment by using the save/load system -- Just save before spending mastery points then reload if you don't like the results.
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Innovation doesn't seem to be working. I have a master who has level 10 skills and level three innovation, but the new disciple is still only able to max skills at level ten.
An award needs to be unlocked before you can go higher than level 10. I will try to find a place to add this information so other players don't get confused.
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I just noticed training room level 12 makes you start with negative gold 1.539e9. Kind of a shame I can't undo that upgrade.
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You could make an option to the autosave to trigger every x minutes because, at least for me, the game is lagging all the time when autosave is active.
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It would be useful to have skill points counter on the main screen rather than in skills tab. Sometimes I miss upgrades, as I forget to check there. Great work, thanks.
Different skill paths was the main reason but it also lets you spend more Mastery Points on Exp and other bonuses (most add their bonuses together: So if all 3 masters have level 1 Mentor the total bonus to exp will be +300%)
You will have to remove the equipment from all 4 styles in order to sell them. Its a pain and is the other reason I plan to change how equipping works, eventually.
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Found a bug....in the shop, it's showing everything I own as equipped (4 swords, 2 armors). Great game though. All it needs now is achievments and a prestige system!
Its not a bug. You can equip different equipment to each style: So up to 4 pieces of armor can be equipped and a total of 5 swords. The game has evolved quite a bit through development and this feature is no longer useful so I will probably be changing it soon.
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So... Counter Attack, Power Attack and Combo are opened by upgrading other skills. Which skills? Which level? I don't have a dozen hours to try out different skill combinations. The opponents start using them at Journeyman, and I haven't found any of them at level 65. It's quite discouraging.
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Also, I forgot to mention that this an awesome concept for a game and I'm really looking forward to future updates. The potential for this game is huge and I think you did a great job putting it together.
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I think most of the weapons could stand to have more distinctive stat variations in order to better simulate the idea of your disciples/masters creating a distinctive fighting style through the ages. In particular, I think the rapier is overpowered and should have its stats tweaked: it's relatively inexpensive, it requires no strength, it gives positive stat bonuses across the board and it has pretty respectable damage scaling. There's just no reason to use anything other than a rapier. Just as an example, maybe change its stats to give 40 attack, 0 hit, -20 defend, keep the crit bonus the same and make the damage scaling start at 150% but only go up in increments of 10% each upgrade.
I preferred to use the heavy two-handed weapons myself and did most of my testing using that style (the damage bonus from 2-hand mode means higher DPS which means faster kills and thus more exp when you go offline.) The weakness of the Rapiers is the high price to damage ratio: I forgot what the exact number is but if you were to spend 1 million upgrading each sword than the rapier would deal the lowest amount of damage (even the short sword will beat it.) Rapiers are really only good for the crit bonus which has mixed results until you reach higher levels (at least in my experience)
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My secound master have 1 point in innovation and I have 3 masters, but my new disciple's unmastered skills max level is 5. Where is the +2 lvl and the previously maxed masteries's max levels unchanged. Is it normal?
It only works on fighting skills the Master has learned. So if the Master with Innovation has Strength at level 4 then the disciple will be able to level it up to level 6.
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Fun game. But simply scrolling down where the game leaves the screen causes the game to freeze when I scroll back up. Using Firefox 55.0.2 (64-bit)
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I love how the game is apprently inspired by HEMA and how it adds on depth. Is there a parry/counter skill or stance unlocked later? It would fit very well. The tab switch freeze bug is still there though (Firefox).
There are currently 3 special attacks and 3 stances that can be unlocked via leveling up other skills: Barrage (to go with Power Strikes), Blitz (for combo attacks) and Guard (for counter attacks.)
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Okay so i was pretty sure there was some mismatch with my math (levels/points) related to when i wanted/needed to reset and all, but now i just witnessed with my own eyes, I level up,no point to spend... it's not always ofc, quite random,but it just happens here and there and fcks it up for me when already master and just trying tog et that oneextra point to reset and then... 30more minutes of miss miss and winning 1/4 fights to level up again, and hopefully this time get the point ^^
Are you in another tab when this happens? And you seem frustrated by the loses so I'll give you a tip: At higher levels when the enemies become difficult it is a good idea to take advantage of the offline exp system: What I like to do is fight in the tournaments until I lose one, then I fight enemies at the top level until my Top 8 Average is looking good (view it in the Stats Menu) then I go offline until the tournament becomes available again. Repeat until I feel like Promoting.
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This game is quite complex. Much more to it than it first seems as more and more stuff unlocks. I like it. RIght now I try to figure out how to battle rivals, guess they show up at the level they are.
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Get rid of the knights, they take WAY too long to kill, it's best just to go back then forwards again and get a new enemy.
Knights are the bane of my existence during testing (even using the back and forwards trick.) But if I got rid of them there would be nothing for speed/crit builds to destroy.
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Man this power attack is pretty ridic. Guy has lower level than me but doing 21k with an attack. This is at masters level
I am a big fan of Realm Grinder and was trying to mimic their secret trophy system. I will look through the awards and see which I should just show the unlock conditions for and which I should just show hints for. Update: I decided to show unlock conditions for all awards.
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If you're going to have a cooldown between tournament attempts, please at least show us the level range we'll be fighting against in there. Ideally you remove the cooldown, maybe not give gold unless you advance to prevent cheating. Would also like to have some indication that increasing fighting skill levels will unlock new fighting skills.
Completely slipped my mind: I will add level ranges for the tournaments soon. Cooldown is removed later in the game via an advanced award so I don't want to mess with that. And award unlock conditions are now shown so you can easily see how to unlock the hidden fighting skills (must open a school first though to gain access to the Awards Tab)
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I'm having an issue with the sale of equipment. Some of the items in my inventory are no longer being used, but when I go to the sale screen, it still shows the E on the icon as if it were equipped. Sometimes I can get it to clear out by reselecting the item in the equipment tab and then going back to the sale tab, but for the most part, everything I buy from the shop ends up just taking up space in my inventory.
Two swords (primary and secondary), 1 shield and 1 armor always have to be equipped. In order to sell a piece of equipment you have to remove it from all 4 equip styles (fencing, 2-hand, Shield and Dual Swords.) I designed it a long time ago thinking players would need to switch between different styles and equipment a lot but the game went a slightly different direction. It is causing a lot of trouble so I will try to work on a new version of the menu soon.
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Pretty fun so far, but would be much better if you had the mastery points be saved, so you don't need to reset it all the time and forget your setup, and then instead add a reset if you wanna try another build, and then make it so that the gain of mastery points first starts counting again after the student surpasses the master
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soI just found a BUG where I end up not needing to buy any 2 of the same weapons to DUAL WIELD, since if I have a RIGHT hand weapon(one that i still need more strenght to equip on left hand) and doubleclick my OFFHAND weapon in inventory weapon(that's ALREADY EQUIPED in lefthand), I will instead have, in this case: 2rapiers equiped, 1 rapierin my inventory. (since trying to put RAPIER in main hand, without enoughstrenght, itstill won't equip LONGSWORD in LEFT hand, it just goes to inventory and i get 2 fully upgraded rapiers for the price of ONE x)
Thank you for the detailed explanation, I have no problem duplicate the bug now. I will work on a fix for it tomorrow. Update: I can fix it but it won't be pretty so I will leave it alone for now (I will fix it when I overhaul the equip menu: Not sure when that will be.)
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It doesn't explain it, but does Plats go up even during offlines? I don't see any info saying that somewhere on the duel screen which at least list how much offline gold/xp i get. (literally the only reason I could afford the school)
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Read the comments, still don't really get the double master thing. Let's say I have 2 masters with Mentor lv.1 (+100% EXP). Do I get +100% or +200% or +400% now?
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4* game, alot of complains of people about balance, but if you takethe time to even go through some comment answers you will get it all, tobe honest there's only ONE THING that actually needs change in my opinion,and it's relatedto ITEMS, its annoying enough to have to change every fighting style's weapons, when i get a new one(to sell theoldone), even tho most of players will stick to ONE FIGHTING STYLE.
PLZ: either make us able to DRAG not 'doubleclick' items, and it's alot clearer too, AND/OR (at least the fking bodypiece... --') make doubleclick EQUIP IN ALL STYLES! (Or even just make us able to sell EQUIPED ITEMS, even if you think best to throw a 'warning:about to sellequiped item: yes-no)
other than this bit of'unecessary time-spender', great game!
I am grateful for the feedback, it is one of the reasons I launched this on Kongregate first. I read all comments and am making a list of things to fix/improve upon. The equip system was already on the list though, it annoys me too. An equip all button would be very useful I am just not quite sure how to set it up yet.
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The animations are pretty top notch for the fights, and I can tell you put a lot of effort into this. The intro/tutorial is also not overwhelming, which is a bonus since so many flash games are messing that up these days. There's just a lot of little issues that prevent this from being a 5/5. Like the pacing of the game getting too slow too quick, the defense mode being pointless, etc
Thanks for the feedback. I agree with everything you say except for defend mode: It is actually very powerful if used correctly, especially in the early stages of the game. I added a tip to the tutorial recently to help explain -- you use it to wear down your opponents stamina. When the opponent's stamina drops below 50% they will begin to fail their attacks. This is when you switch to attack mode to take advantage of their new weakness.