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4 types of shards, 4 pieces of equipped gear, feather and potions leaves 4 slots open for quest items. No room for anything else. This is a serious issue. Equipped items shouldn't take up inventory spots, neither should the spell components.
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My only complaint is with the way that trees block the view. How much health does a monster have? Is there another monster attacking me from behind? Is my pet blocked by an item. Perhaps you could make the trees partially transparent when you pass behind.
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The biggest issue I can see is the inventory slots. I agree with the others but I don't see them as huge concerns. The inventory slots become a huge problem when a piece of treasure drops that you don't have room for, so you will need to drop something in order to pick it up. While doing so however, your pet gets attacked by a monster that has just popped, and you can't get there to help him because you can't walk across items that you haven't picked up. I've had a number of pets die this way and it's an absolutely ridiculous flaw. One that would be solved - as many have suggested - by having more inventory slots, or having equipped items not count towards your inventory. The other issues I've seen mentioned are annoying, but are more things that would make the game easier, not necessarily inherent problems. Very enjoyable if that issue were fixed.
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There are so many bad design choices that the basic gameplay loops is unbearable. Unclear/unmarked exits, awkward movement, opaque obstacles, Abilites and Attacks on separate pages, no hotkeys for heals, long slogs to home base with exhobertant Inn pricing...
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Here's a neat little trick, when your fighting more then one monster, keep switching between targets and your attack delay will go away.
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Pay attention to your starting location when you leave town. That is where you'll need to return to once you want to go back to the town. This game needs a way to pull up a larger map with markers of some sort to find your way around.
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There are some serious issues in this game
1.Absence of auto save does not increase difficulty, its just annoying
2.Pets are way underpowered and die too fast
3.carrying four pieces of armor, four kinds of shards, food, and/or pet food live too little space
4.pets take to long to hatch (an hour for something at level 4 is just not worth it)
5.frost monsters abuse "freeze"
6.poison and antidote fail and should be removed because of their ineffectiveness
7.monster drop rate of quest items is too low
if you agree please press "+" so that the creator sees this and improves the game
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*Hint*- The game runs on your computer's time and date. Eggs take forever to hatch, unless the clock on your computer 'accidentally' jumps forward a few hours.
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Why don't pets regenerate? Just because you can kill them doesn't mean they're inferior in their healing capabilities or anything like that. And besides, it's kind of annoying to have to use wild berries every time they get severely injured. (and yes, I know about the stay command, and use it too. It's really useful, but snakes, scorpions, and other enemies can still run after it and attack when you aren't there, so you have to be careful with where you tell it to stay.)
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What I learned today: Every creature in the world hatches from an egg whether its a snake, an ogre, or a skeleton. So visit Petsmart today to build your very own undead army.
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Constantly trying to work out how to get to the town when on an island. Just needs something like a little signpost placing at each of the exit points.
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1) It's easy to hit the Hints and Tips button when scrambling to use an Attack.
2) The lack of autosave makes caring for pets important, but it also makes it tempting to ragequit when you have a run of XP farming and your critter falls prey to the following:
3)TWICE I've lost critters to an invisible opponent. Once a snake and once a scorpion. I tried to attack where my creature was attacking, but I couldn't see the foe nor swing at it. I could see the little red square in the map in the upper right corner. This might be a feature, but it seems like a weird one.
My proposed fix for (2) is that if a creature dies, the player must carry the creature back to town if he/she wants to save the creature. The creature could take up a bunch of inventory slots.
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Overall I think the game has got potential to be very good. However, I do agree with other commenters that the controls need to be improved greatly. For instance, creating a hot key system for Attacks/Abilities/Inventory would be great. Non of this clicking back and for to get to stuff during battles. Also, while I get the convention that connecting land pieces jut out arrows would help greatly, as would objects becoming translucent when the character or an object is behind them.
Last comment is on the leveling, so far its ok, though I can see how it might be frustrating at higher levels if the level rate continues at this pace. I'll post again when I'm through.
Keep up the good work!
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Very fun game, I just have one suggestion. Instead of your pet being gone forever when or if it dies, that you would be able to pick it up, (would take up 1 inventory space) be able to bring it back to the pet shelter and pay a moderately high price to revive it depending on its level. + if you agree.
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This game would be awesome if it weren't for the countless unfair glitches, statistics, and unfair pet deaths. The inventory should have at LEAST a whole other row, you should be able to see behind obstacles when something is behind them, your pet should auto heal like your own character, and there should be a way to revive your pet after it dies, because if you haven't saved in a while (Which you can only do at town) and your pet dies then that's tons of work down the drain and it makes everything really boring to do over again. Also the miss system is extremely frustrating, when I miss 7+ times in a row it's so frustrating. Honestly this game COULD be awesome, they just need to fix these annoying and unfair things first.
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Here's a useful glitch: when you're about to start a fight, start it with an attack ability (such as Slash) instead of a normal attack. Then. as soon as the attack lands, attack the enemy immediately. This way your character will use the ability twice in a row! =D
+ this comment so that everyone can see this.
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Some might call this cheating, but I accidentally auto-leveled the other day. I was in the last map of the jungle where the generator is and I was kind of low on health. I saw a corner north-east of me, moved over there and then killed a wild scorpion so that his drop would block all attackers from reaching me as I recovered HP. I went away from my computer for a couple hours, and when I had come back, I realized I had gained 2 levels! There were also quite a few drops on my location. I waited a bit a saw that my corner was a spawning wild scorpions. Curious as to whether this worked or not, I came back to that spot after beating the level and left it on while I went to sleep. When I woke up this morning, I was level 21! I used a feather to get a away because it was lagging really bad. I'm sure people will be mad that I got this far without spending as much time as they did, but I had already spent hours grinding in this game and I have no regrets!
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The biggest complaint I have, is the controls. Inventory may seem to be a pain, but meh. The games fine as is, but why add the "WASD" movement system, without a hotkey system for your skills. You have to click on all the enemies to attack them, twice, then you're off to clicking to activate your skills. This leads people to want to click to move. Simple enough.
Oh, Also. If you use a feather, and die mid-cast. I think you should die, and NOT continue to the outpost. I'm fine with dying, but I kinda got my hopes up to save my two levels gained, and I see the outpost like "YAY!" then the "Game Over" screen pops up. Kinda disappointing.
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Hero: "Hey Chief, you've got a mercenary guild there, right? Maybe you could lend me some mercs?" Chief: "Nope. We need you to go alone. Why? Don't question me, son. Listen, go bring me some beetle shells" Hero: "Do I get something? Can I join your guild?" Chief: "Of course, we'll raise the rent for every generator you reactivate. Also, we'll let you use our useless pet hatchery for free! Aaaand no, you can't join my guild. Bye!"
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I'm going to have to agree with the top complaints here. Don't get me wrong, it's a very nice RPG with a good battling system, but the trees constantly block my vision and the inventory is severely limited once you have four equipped items and four shards for magic. Still, it's a very good start and I'm sure the sequel I'll get to has a lot of improvements. 4/5
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It started strong, but for every cool thing the developer did well, there's also something he could have adjusted with minimal effort that made the experience less enjoyable, the small inventory being the least of it. Mostly it upsets me that magic attacks can miss, especially after all my specials miss back-to-back. Getting gang-raped by re-spawning monsters because I got frozen twice by the same, single opponent sucks, too.
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And here I thought castaway 2 had control scheme and inventory issues. You get as much space as a freemium mmo trying to force you to buy a better backpack and you're almost guaranteed to die from bad or outright missing controls rather than any actual difficulty.