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The one thing that this is really missing to make it great is an ultimate goal. Rogue like games are a lot of fun because you rally have something to strive for. You play, die, play, die, play, die, and play and die again because the player keeps thinking 'Maybe this time...'. There is no such feeling here. I player one character to level 15 to unlock sandbox and hardcore, played the next to 30, and that was it. I didn't feel any reason to keep going. There was nothing more to unlock. There was no goal I felt like I was getting closer to with each play. There was nothing to accomplish. Adding some sort of end would make playing through it with each character and each mode more satisfying. Having a carrot at the end of the stick is absolutely vital to replay-ability for these sort of games. Having nothing to aim for just make them feel repetitive and highly unsatisfying.
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This game desperately needs a way to sort the inventory. Manual sort would be sufficient, auto sort would be eve better.
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First off, very fun game :) I would like the skills to not increase their cool-down timer by so much. I don't even level up Bow Slam so I can use it more often. Elite/Champions scale too high; the common mobs deal almost nothing but the Elites will 1-hit kill me - so I put nearly all of my skill ups in vitality because of this.
Also, please allow us to buy souls for upgrading; I have only found Giant Spiders in the First Island (now onto 3rd) so I can't upgrade with that benefit.
We would also *REALLY* *LOVE* to have a *TAKE ALL* button for treasure - in fact, have two exit buttons: *Leave* and *Take all and Leave* :) That would be great!
Finally, an *Exit Dungeon* button would be really great, too; it's boring to have to walk outside - yes, we can die to leave, but that's not really fun, either.
Thanks, a ton, for considering these changes! :)
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Feud is right, solman is wrong. The rarity is based on how many stats the item has. White usually has one stat. Blue has one to two extra stats. Yellow has three to four extra stats. Purple has five to six extra stats. Green has six to seven extra stats , and Red has eight stats or more. I hope you guys make this so everybody can have valid information, and not something as invalid as his...
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Extremely tiresome instead of challenging at all. Dying is but a mere annoyance, and the only time I was genuinely frustrated was at the Rhino-things that kept oneshotting me with their rapid-charge, rapid-fire fire-breath.
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"You have finally restored order to this island. You may choose to travel to a new island, or continue playing here." Where's the stay on island button!? I can only click to move to new island! I'm not done killing and looting every last thing on the island :(
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agree....good quality game but too much of repetition.......should be more story based with different characters and spells and dungeons to make it more adventurous and excited.
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Very repetative when it comes to monsters, locations. Lots of weapon randomization, but if you get lucky and get some Legendary items, then you hardly need to update them. By island 3 I had 3 legendary items, and my damage relied on the overabundance of Blood Lust skills books, endurance, weapon mastery, and armor masteries. With plenty of levels, the passive skills, and Blood Lust, my warrior is unstoppable. I am killing Legendary creatures with a few hits and rarely taking any substancial HP/Mana loss.
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My evasion rate is 240...can you put that in more standard terms? Maybe percent? Right now few of the stats mean anything to me. Maybe make the formulas available to see?
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The difference between normal monsters and even champions / elites / uniques is ridiculous, especially when it's one of the starter quests. The grinding aspect is tedious, all fights are the same, and while it looks cool, it's got very little meat to it. =/
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Crafting tips for souls: Spider (+3% to all colored stats) Rhino (-10% requirements, and this affects level even though sometimes that doesn't show) Dino (+3 vit) Deathdealer (+5% spell damage) Cyclops (+3 will) Trayl (+3 dex). These +3s go up to +5s for more powerful items (and cost more, but by then cash is no issue.)
The Mage is heavily end-loaded: by the time you hit level 50, assuming you've been concentrating on int/will while getting +element gear and enough dex to not miss, your meteors will kill everything on the screen. Even elites can't stand up to a full rotation of all your skills, and die without touching you. For everything above elite, just equip +10% move speed and include cold rays in your rotation, and run around them. With at least 10% health and mana leech, you will also continually be full on health and mana. However, the achievements pretty much go only up to level 30. Basically this game needs an endgame that differs from midgame.
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I don't think mobs should be able to dodge while stunned because to my understanding stunned means not being able to move so how can they dodge.
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Got the hard badge, but I must say I got awfully bored with this game long before the end. It is extremely repetitive, and not really a challenge once you get your stats up a bit. Also, all those different equipment names ("xyz of nonsensesyllables") are completely pointless.
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The shops update their inventory when you turn in a quest. So you should check all the stores after ever quest. Also the amount of items you receive depends on your level. So it's actually better for you to take on the big guys and ignore the little guys. Which is great in my opinion.
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Quick tips for issues or questions people may be having. Please + if this helps you, or you've had these problems! 1.) You can move the island map around with the arrow keys. 2.) Monsters will give lower exp and loot if you are much stronger than them. No loot, its time to move on! 3.) You can reset the monsters in a dungeon by reloading the game. 4.) You don't need vitality. Cooldowns are king. Get lots of will! 5.) The archer IS playable on kongregate. Ignore what the game text says, I think it was accidentally changed when the author updated. 6.) Warriors can charge + whirlwind for great results. Bloodlust does wonderful damage for little hurt as well. 7.) Archers can knockback endlessly (keep bowslam at 1.0 sec cooldown! Don't upgrade it!) This + Ice A. + Light. A. can keep everything at bay. LA can easily be kept at a 1.0 sec cooldown with will, even if you upgrade it constantly. Its stun % goes up by three EVERY time you upgrade it. It turns into a perma-spam-stun around lvl 15.
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1. New enemies are needed at each new island. Sandbox mode should always have a town with all shops and amenities available. As it is, you can easily get a starting town with little more than a Jeweler in it. 3. Add some interesting and more varied dungeon backgrounds. It's easy, and would add a lot to the impression all the dungeons aren't exactly the same. --- In short: work on adding more variability to the game, so it is a bit less monotonous.
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Trick for the warrior: Just spam Whirl continuously, most monsters won't even be able to hit you once and the huge advantage is that weapon speed becomes irrelevant since Whirl's cooldown is weapon independent, so you can equip a super slow weapon with really heavy damage and just destroy everything.
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Dude, at one point I could wipe out a champion before it even got close enough to attack my mage. At another point I got my ridiculously damaging fire spray to 1.0 seconds cooldown. Mages own.
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The attack hotkey should be moveable. Im a mage, I'm not gonna smack things with my wand, and now theres gonna be skills I can't have on the hotkey cause of a skill I will never use.
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So... When you make a spell upgradeable, and each upgrade makes the spell do 10 percent more damage but increases cool down time by 30 percent and mana cost by 22 percent, you're not really upgrading the spell.
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The disadvantage with all-random generated quests, npc's, maps etc is that there is no storyline, no characters to make the game interesting. Its just an endless grind to level up. It all looks very promising, but gets boring way too fast.
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suggestion: Increase the percent change spider souls add to items. It's way too low to be of benefit, without adding at least several levels, which is just too expensive. Have it start off at adding 1% in addition to what is already on the item, not just multiplying what is on the item. otherwise, things like "5% leech" won't ever get a boost from using spider souls.
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@ Narutoyoshi and loligeslol5 Maybe you should read all the instructions??? Quest Items are not forever gone.... and you can change the key for the attacks in the options. + so others can see.
Instructions
Help & Tips:
9. You can assign your own hotkeys in the game option menu.
11. If you accidentally sold a quest item, just go back to the main menu and reload your profile, you can find the item in the dungeon again.
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Upgrading skills for increased cooldowns is absurd. No reason to ever upgrade the archers Bow Slam, it will literally kill you to upgrade it.
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The inventory should keep similar items together, like all my shoes in one place so I can see which is best. And more powerful items should be worth more than weak items. Some of my 300gp stuff is better than my 30000 gp stuff.
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The WARRIOR is far superior to the other 2 because his passive abilities are SO freaking good. His Sonic Dash skill utterly owns and destroys champs/elites/etc. It is also incredibly for farming. Get the biggest weapon you can, preferably 2 handed. Skills take the same time to use and are based on your damage, so slow weapon isnt a problem.--------One good strat is to clear the dungeons, back to town, then back to MENU and restart with fresh dungeons. Its a great way to buff your champ and get lots of skill books.
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nice system, if you turn off the particle options and the battle one it will run faster, at least decently, but one importan thing: WHATS THE POINT???? any MAIN GOAL besides just hacking and slashing everything ????? give the game some purpose like hunting some dragon or stuff.... i will be waiting some acts and upgrades...
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Strategy tip: Warrior with a focus on Strength, dexterity, and agility. Get a mana stealing and health stealing item. Now spam whirl. Congrats; you just hit everything near you three times recovering almost all of your mana, if not more (not to mention health, assuming you get hit). Also works on most bosses! Downsides of the game: Repetitive, obnoxious banter, lame dialogue, and the quests are bad for people with dyslexia... "Collect Dino's Balls... 0/13"... Also, how the hell do you make teeth into soup..?
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Thanks for all the feedback and suggestions. I have just fixed the willpower bug, it will now reduce the correct amount of cool down time. Please refresh the game and make sure you are running version 1.05. Time to upgrade your skill level!
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The game is very repetitive, but something just keeps me going to achieve the hard badge. It is not impossible to achieve it, but I sometimes wish it is an impossible badge rather than a hard badge. The game is super time-consuming, especially in the later islands when there are so many quests to be done.
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I wish the equipped weapons and armor would show on the visible character.
It get repetitive, but it's a good game. 4/5
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The game mechanics are nice and the graphics look really good. But the game gets repetitive very quickly. A final goal would be nice. The random item generation could really use some more logic guidelines. It is just ridiculous to find a "broken cloth" that gives 5 magic defense, requires you to be level 25 to wear it and sells for 3000 gold. Also, there should not be heavy armor that requires intelligence or willpower or magic staffs that require strength to use them.
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Bow Slam books should upgrade knockback distance as well. The higher cooldown and mana cost is actually worse for an archer as its a spell that is used not for its damage. And also there should be a way to reset your abilities or something. My bow slam is too high making it pretty useless.
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leveling up skills is so not worth , the cooldown increases by so much , there should be at least a way to level down your skills.