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It has a lot of UI issues too. Treasure spins and dice rolls do look nice but they're just a waste of time after a few minutes. And what's the point of that "SPIN" button you have to click when you get a treasure? Nothing else works and the only choice you have is to click it or wait and click a bit later, with the same result. Why have a button at all then?
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I don't understand the point of extra two characters. By the time you unlock them (I wonder who locked them up in the first place) you'll have 50th level dungeons and these characters will have 1st level. There are no unlocks after 50th level too so you get the two extra characters and have basically nothing new to do with them.
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It took me forever to realise that moving your cursor over the entrances to a room actually makes the green crosshair thingies highlight. (Picking the entrance I wanted got a lot easier after that.) It would help a lot if the highlight was more obvious.
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A lot of people complaining about paying to play other races and the reply was "you can hae them free once you get 50 fame". Thanks, this is written on the game and we can read.
It takes forever to level up your char (please, do not reply "mana") and is extremely frustating to start over and over again. Not to mention that this is a game based exclusively on LUCK.
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Great concept, bad UI . This waiting for dice rolls and the SPIN events are pointless and annoying .. I can't see my self playing this for long. I hope some UI changes are made
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a suggestion, have an end goal for people to achieve. The game gets repetitive and boring after a couple playthroughs. Maby make a dragon controlling all of the dragons ( a.k.a. mama dragon) that you have to defeat after defeating so many regular dragons. Other than that it is a great game. Hope you continue to develop this game it has great potiental
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I'd just like to point out how good the writing is in this game. Even the tutorials have a cheeky conversational character, and plenty of the other "dialogue" is dryly humorous too. I really appreciate the care and love that clearly went into the making of this game!
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the balance between monster types feels a bit off. melee only monsters have so many exploitable weaknesses, while the ranged ones can pretty reliably harass you. right now I just got to take out an otherwise toug hlooking melee room cuz I could just keep entering from a different side, fire a bow shot, they walk toward me, then I leave and reenter from another side and do it again.
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I like the game, and its detailed memory allowing you to continue on disconnect. But it sucks that I can't play it well during my commute, since every action requires communicating with the server. The train goes through a lot of mobile deadzones where both train wifi and mobile hotspots fail.
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Enjoying this game a lot. One thing could improve the experience: please consider giving the "Swap Hero" selector also to the Mine level and the Ruins as well with one prerequisite: it's available or enabled only if all the upper dungeons are completely cleared and of course the hero has a cleared path to the level entrance like now in the Caverns. This would save some time when switching heroes in the deeper levels without affecting the gameplay at all. Also I'd like to see some new monsters that would appear occasionally like the Cavern Crawlers do now. Maybe something really massive that has a 3-4 HP and moves only every other turn. Also beholders would make a great new miniboss for the ruins area. It would look like a Gas spore but be immune to fire, have 2 HP and cast spells every chance it can.
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Note to my previous comment: The odds would be 1 in 30 if the lvl 2 "full swing" ability was in use. Without it, the chance would be 1 in 60.
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I have some suggestions: 1. Maybe make some more environment stuff, like pushable rocks or high/low ground or something. 2. It would be nice if rolling a 12 did something other than triggering a feat, perhaps dealing an extra point of damage? And if you were using the human and happened to cleave at the same time you could kill a dragon with a single attack, which probably wouldn't be game-breaking, having only a 1 in 30 chance of occurring, but would feel GREAT. 3. Perhaps add something more to do with weapon racks once you have a +9 weapon. Possibly make it so that getting another +9 weapon of the same type could have a chance of making it a +10? If nothing else, I would really like to see a high ground and/or a low ground, that could give bonuses to ranged and melee attacks respectively.
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nevermind. found it. But is it really necessary to have it behind a paywall? this is why I stop playing games. I come here to play games for free.
The elf and dwarf can be had for free at Fame Level 50. But if you buy them (which we always appreciate), you get a jar of mana instead at fame 50. We understand the desire to play for free, which is why we make the game fully playable with just the human swordsman.
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You should state that picked weapons are cursed/magical and can't leave dungeon. It would stop kids from crying about it.
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Unable to load the game. Third-party cookies enabled, but still getting the enable cookies message. Playing on a PixelBook. Any advice?
We just released what we hope fixes the "It's not your turn yet" problem - at least most cases. If it happens to you, you can refresh your page to continue. Then please click the Feedback button on the lower right and put "Got stuck".
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The dices are rigged. The odds of me rolling this bad, multiple times in a row is beyond anything I've seen before. Please consider looking into the rates of dices. I know there's defenses and attack stats to be counted but this is absolutely absurd.
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There ought to be a 1-click option to walk away and return to the village if they're offering you shit equip. Currently your only option is send in the human > settings > resign this game > yes > return to village > begin. I'm at fame 13 having defeated 3 green dragons, the villagers shouldn't still be giving me +1 sword +2 bow +1 shield 9 times out of 10.
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It's possible with the fear effect to get trapped between two monsters in such a way that they will kill you with a loop effect without you ever getting a turn. Need more control of character stats and equipment. The ability to purchase, trade, effect stats... right now it's very very bland.
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I think the game should let the player choose to either charge or shoot the enemy while you are one title awayfrom the enemy, when you are playing the Dwarven Brawler
That would mean that every time you click a target that's both shootable and chargeable, you'd have to stop and answer the question of whether to shoot or charge. Is it worth it? Or is it just as fun if it's the dwarf's nature to always charge when possible? It's a tough question, I think.
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really, this is one fine game. graphics & sound used wisely and oldscool and advanced game mechanics mixed well. I don't know about the later ranks but I haven't see that quality on kong for a while. thanks and all the best for you!
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I don't know if this is a bug or if it only happens to me but if there is 2 items or more (sword, bow, shield) to be picked up when i finish a room i only get to roll the loot for 1 item.
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I'm at 12 fame and have gotten past the 3 black dragons and here's what I've gleaned so far: The graphics are beautiful. The gameplay is masochistically addicting. Progress is mind numbingly slow, the villagers continue to give you shit equip, and success is SOLELY based on luck. Avoid rooms that offer nothing, cross your fingers to get decent equip in deeper levels, grab as much potions as possible, and pop into the dragon(s) den. Leap around dragons to avoid the breath attack.
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After many playthrough it gets boring to watch for the wheel to upgrade your weapons if you can add a way to skip the upgrade wheel(double click maybe) it'd help us go faster and speed through the dungeons(especially when trying to go fast)
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Perhaps instead of permanently losing the weapons after victory they could instead "decay" and lose half of their levels upon the next dungeon or three quarters of their levels if you lose (thus rewarding players who consistently win with better starting gear) Or another Idea I had is your equipment would randomly generate on the level you found it if you walk over it you pick it back up but the area with it will have more enemies.
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Serious question, how do I miss a sleeping dragon when I'm under the effects of a vanish spell? Frankly, how do I miss any creature that's unaware of my presence. So frustrating.
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@Kmob: The game was initially fun and continues to be so in the 1st circle. Giants can't stun you, ghouls can. If you lack the weapons to kill them just avoid such rooms. Of course when you advance you get more or tougher monsters to fight.
@jumping..: What lack of potions? Just finished 10 dragons and had about 15 health potions left when they were dead. It takes some playing skill to avoid unnecessary injuries and it helps if you search every cave, passage and room.
@binary: Elf and dwarf are completely different from the human, in different ways. Playing them is fun and presents new challenges. By the time they reached the dragons they were already up to level 5.
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Once you clear a good portion of the rooms (enough to get 2 entrances to the other rooms) the combat in the other rooms become trivial because you can cheese it by going in, fighting in the same spot, then once monsters reach you you leave and come in other direction from a surprise attack. Rinse and repeat. It feels like cheating, tbh I would prefer if monsters were more guarded. But I can understand if you want some kind of a reward for managing to clear some rooms.
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Just killed 2 green dragons, on my very next mission I got destroyed by a room full of frogs. Makes sense.
Also, if you're at 50 fame why on earth would you bother playing level 1 elf or dwarf?
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2 years later and this game is still a big pile of steaming garbage. RS, you still haven't made the game balanced, lack of potions make the game incredibly hard to advance into the dungeons, and no way to go back to town to heal, nor do you even allow the hero to regenerate? We've talked about this in email, just you and I, back when the game locked up flash on Chrome 2 YEARS ago. Did you find someone to float you with some cash, and got lazy on fixing the game? Wow, talk about disappointing.
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Requires third-party cookie access. That tells me the developer either doesn't care about security or can't code well enough to use another method. Permanent 1 star.
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You need scrolls to win several caves and that's fine with me, tactic is a part of the game and an important one, but a game should be fun, atm even with tactic i can't do anything except lose and lose and it's frustrating, all about "luck" where it really seems monster rolls atm are almost always really high and yours really low most of the time.