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Why not calculate Best Win Time in number of moves? It is a typical feature of this kind of games that sometimes you have to think for a while about all your options.
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yep. the rogue is the worst. He's not meat shield as fighter, nor strong melee damage dealer as babarian. His skills don't even have any kinds of damaging skills.
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Ring of stealth doesn't work. First thought it just didn't work with the Barbarian, which would be funny/interesting, but just found the same thing with the Rouge...
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Whew, it took me a while, but I finally managed to beat the game with every character in under 45 minutes! Rogue was the last one...
Working on next game at the moment which is building off of the same engine. Should be done in a few months. Eventually I'll come back and do a Rogue Fable III which will include a lot of the feedback I continue to get as well as just a ton more content.
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Lol, I've been playing this as "God, how difficult it is" But I realized that I had not equipped any object I could get xd
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Oh you no longer have to leave with the goblet now? I finished the game once before then, but it didn't register. Either that, or I died as soon as I picked it up that game XD
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Food "is guaranteed to spawn on levels 4, 8, 12, and 16." Also, I believe every merchant has at least one food.
If you're dying by rats regularly, you're doing something wrong.
If you're running out of food, you're not going through the levels fast enough.
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Just a tip, in the main dungeon, (and everywhere else also,) i see enemy's picking up mana/ hp mushrooms, this may/or may not be a glitch, but, if it isnt, when i see the enemy's picking them up, i dont see them ACTUALLY USING THEM, this would be a great addition to show the enemys using ( and maybe an icon above their head to see WHAT their using ) items they may/ or may not have picked up during their lifetime,
Kind Regards,
FalconPuch (Awful typos, i know)
Thanks for the feedback. The enemies don't actually even have an inventory so their essentially just destroying mushrooms on walk over. For my next game I'm hoping to have actual inventories with enemies using items. Should be a good way to differentiate even enemies of the same type occasionally if they pop buffing potions. The icon above the heads is something I've been wanting to do for a few games now and never gotten to it. Would help as well when enemies are going berserk or when you have a poison DOT landed on someone. Thanks for the suggestions.
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Made it to level 6, and had the game freeze. I reloaded the page and was happy to find that the game had saved. Unfortunately, the game saved a gray screen. Feelsbadman.
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Dev has been listening to comments and has significantly improved the game since it went up. Now 5/5, addicting. Role differentiation is much better, each class is much more distinctive, balance issues have been addressed, and I want to beat it with every class now!
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I would like so flashing animation when you get to below say 10% or 20% hp. 90% of the times I die because I forget about hp.
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Bug: If you use the scroll of acquirement for an equipable item before you pick up any other piece of equipment, the dialogue for how to equip things doesn't come up
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Eh significant imbalance in classes, too much luck dependancy, and both my game and save crashed/corrupted when I was doing well.
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This has so much potential, and it's not BAD, but with many classes being really terrible, or most or everyone relying on too much luck to succeed, it gets quite dull and depressing.
Unless you get new item or class unlocks, the achievements are pretty crazy. Who would do all of them? Virtually noone unless the game was much higher quality AKA Binding of Isaac or something.
I felt like I was doing well with my first play, as a barbarian, but then I just get randomly instagibbed (not a full health, but still) by 2 towers from very long range at level 14. I didn't even realize they'd be a hazard (at least at such range).
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something was rather misleading for awhile. I thought that every time I got the same item, it would stack and add +1. I bought a staff from a merchant, but it stayed the same.
Is it just me? or was I always that lucky to get a weapon that was always +1 better than the last?
I should have just coded it like your saying with items just adding a +1 if you pick up or buy a copy but that's not how it works. Right now its a sort of hack where items are always spawned on the ground or in the merchants inventory with +1 mod higher than your current item. Generally this means you always get upgrades but there are a few edge cases (as you have seen) where you might not get an upgrade. So to clarify, no items do not stack and add +1, its just that they generally spawn at +1 if that makes sense.
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Thank you for making this game. Do you think you will put in the ice mage since you have that as a magic skill and defence? or is it monster only?
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The difference in sheer survivability, especially in The Core, of having Ring of Flight/Boots of Flight to not having either is pretty extreme.
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Gave this game a shot. I was over leveled and over geared as a necromancer going into level 14 or so. The only way forward was through a long pit of lava. I took the shortest path through but was still completely gibbed from 2/3's HP as enemies spawned in the lava at the same time that multiple turrets on the other side became visible. I feel like I've been cheated out of my time by lazy design.
These aren't interesting challenges. They're just cheap, boring random chance deaths followed by some lazy death text. No information about the run. No saved statistics to review or interesting carry overs into the next run. You don't even have an information page displaying all key actions. W switches weapons but you don't even include that in the in the details section of kongregate or newgrounds. I don't understand how someone can go through all of the trouble of creating this game but be too lazy to add "W switches between the current and previously equipped weapon" to the Instructions.
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I don't know if suggestion are appreciated or not, but... you may want to give the Rogue a skill that adds experience for every mob left alive on a floor the first time it descends a staircase. That could possibly promote a stealth strategy when trying to get through the dungeon. Currently the only way to accumulate xp to improve your stealth skill is to get in fights to kill mobs for xp, which is a little bit counter-intuitive.
Secondly, it is extremely difficult to run the ranger as a true ranged attack specialist unless you get the helmet boosting damage, by finding the altar that gifts leveled ranged loot, or getting extremely lucky finding javelins. You just can't deal relevant damage to high level mobs at 8 damage per strike with standard darts and you can't reasonably upgrade them like you can the weapons of other classes. You may want to give the option to buy that helmet at the first merchant or make the first altar you encounter the ranged altar for ranger.
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Kinda lacks replayability, but otherwise tons of fun. Could use some reward for victories and timed victories (unlock classes/loadouts)
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My suggestion for the next bugfix: Saving conditions when you save and quit. Otherwise, since you lose Blessing or Experience boost when you save and quit, that's a problem for gold management. Plus, I think you lose things like Poison when you save and quit, too...
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@glottis89 Inferno sword does fire damage, not melee damage so it doesn't get any benefit from the sneak attack talent
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Inferno Sword seems to be bugged. For some reason cannot be enchated with scrolls (but later on i found a +1 version in the dungeon). Also it doesn't seem to trigger the Rogue sneak attack crit.
Other than that i'm really enjoying this little game so far, keep up the good work!
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I received a +3 spear when my weapon slots were full. How do I place it in a weapon slot to use it, once I cleared a slot? Only place I can see it in my inventory is when I'm in the merchant's menu!
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What are those splitting blobs! Those are INSANE and then two next to each other, I had absolutely no chance of surviving!
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Using auto explore sometimes crushes the game for me. Not sure if explore is the issue. But i get a black scen and then it loads from some stages earlier than i last was.
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The Inferno Sword is a strange weapon. It's a sword, so its damage goes up with Melee skill and is not affected by damage penalties from plate armor. It keeps the 20% block chance (though it doesn't show in the description). But, the damage done is actually Fire damage, and does ignite things, so Wet entities take half damage and you won't benefit from Sneak Attack's crits even if you have that talent.