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Okay, how does adding a second adventurer cause them both to die faster? Is there some hidden upgrade to monsters for having a bigger group?
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Races equipment options:
most races will have the usual 21122112 setup the 4 races that differ from this are all unable to equip weapons (for you monk lovers)
Lizard, Manticore, Snake and Spider.
on a quick note Lizardman has 3 hand slots.
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Upgrades that actually make the game harder for no benefit (Darker Monsters, More Monsters, Deeper Dungeon, Squarer Dungeon)
Upgrades that have little to no benefit (Faster Respawn, most Traits).
No reason to buy these: It's a trap!
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I give up, the game can't stay open cause browser to crash, no updates, no message or any sign of life from the dev. Upgrade seems worthless and way to much grinding for so no fun at all at then end. downrated to 1/5.
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1 million SP and still no upgrades that can help me beat Darker monsters 2 whilke having 100 levels to beat... i need upgrades now!
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Coorect me if I'm wrong, but are a lot of the "upgrades" to the dungeon and monsters pointless? More and/or darker monsters just means more dying on level 1, and making the dungeon bigger makes it take longer to complete, but the rewards of completion don't scale for reaching deeper levels. It's like a choice between getting paid $10 every day or $30 every three days, one just makes you wait longer between.
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The game should allow you to downgrade Darker monsters, I passed from beating the dungeon few times in a row, to die several times at lvl 1.
Also, you should add an IA that makes characters move together, I have 2 characters and they explore by they own, mnaking it useless to have diferent classes
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Love it! Notes: Would like some tooltips while hovering over stats and items. My monk for some reason chooses to equip any weapon it comes across instead of using her fists which she is much more skilled in; odd. When I had gotten to the 10th floor and cleaned it out, only 5000 turns had passed of the 10000 which were my objective, leaving my character mostly only wandering around in the top right room for 10+ minutes while the endlessly spawning blue jellies died of old age. That character also didn't explore the entire map by itself despite it's behavior being set to explore, I'm guessing because she knew there was nothing in there. Characters who finishes their quest doesn't appear in the Hero History.
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Ahh this game brings back memories. Please expand "move" mode to be playable, even if it still auto-attacks and gets items... right now it's only good for getting the AI unstuck. Also love the Thac0.
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The negative AC comes from the old D&D style rules which were pretty wierd and not straight-up intuitive. The 10AC represented a 50% chance to get hit on a D20 roll with no hit bonus. AC 10 hit on 11 and above, AC 5 hit on 16 and above, 20 is always critical hit regardless of AC. For obvious reasons this has been largely abandoned.
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I keep getting negative AC. It seems like the higher my Dex gets, the lower into the negatives my AC goes. Seems legit.
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Needs better character path mapping, I hit level 5+ on first floor. It often will get stuck in short loops for minutes at a time. Other than that it is a beautifully done game. I would love to see a mobile version of this.
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Game has a decent concept, but is way to slow of a grind. Halfing or quartering the needed SP required for skills wouldn't be enough, consider ÷10 for SP. KP is still slow, but not as bad, maybe only halfing would be substantial. VP seems fine as is.
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Good idea of an idle game. Missing several features: wander AI is nice for leveling up going down into dungeon is completely random, which can take a lot of time. Manual move function do not have "pick item" or "use stair" commands or they are not documented. An additional "use stair/pick up item" command would be nice. Another issue is the item stats. It seems the party auto-equips the items when they picked up but they are not selected from the inventory. Either an auto-equip best item from the inventory or displaying item stats in inventory would be nice.
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So I bought Barbarian - didn't seem to do anything.
I bought Strength - the next character had lower starting strength.
I have a lot of items in my inventory - but mostly it says to drop them - what good are they?
Am I going to us KP? How about VP? And if so, will it really be any use?
How can my character make it to Dungeon level 10 one turn then die on level one the next. There needs to be some sort of building and sense to what is going on. This is so random it makes no sense.
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This needs a follow the leader AI or have charisma make a leader. It doesn't really help to have a bigger party if they're on opposite sides of the dungeon.
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mouseover on attributes and derived stats should give a tooltip with basic information, even more important/nicer would be tooltips for items, so one could make informed item decisions :D
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It would be nice with a compendium explaining class/race attributes, and other helpful tips. like civopedia for civ, just a bunch of mechanics explained. Currently this would help players choose races and classes, it's up to you whether one have to spawn/use a class/race X amount of times before it's activated, but would help overtime clarify some mechanics to the player for the tired people out here xD
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oh wow... the move/manual mode... only controls first hero, even if its dead... so if your others are stuck going in a circle... welp... =/
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second party member doesn't even stay together half the time... usually because of a passage blocked (because of a fight lol...) then oops death happens. the screen gets split between characters, which is fine but... first splitting is upper and lower... which is horrid on our vision, granted game plays itself 99% of time anyways, that point is moot but whatever.
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This COULD be a great game ... but its impossible to tell what does what. You need some strong tool tips and documentation.
The game is currently opaque.
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I like Moria type games. Although you take all the fun out of fighting.
Could you do something about your algorithm on going from room to room and doing combat with monsters? My character avoids some monsters and I watched my character go around in circles in one room at least 6 times before leaving only to come back a short time later to do the same thing.
Also, he leaves gold, if you fixed it so the character would go after gold or at least when he was killed off he would receive all gold not picked up.
4 stars btw for not helping on my carpel tunnel get worse. 5 when U make those two but fixes.
Thanks :)
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Defenitely needs better explanation on nearly everything. I have no idea if blessed orcish dagger is better or worse than regular orcish short sword. Great game though, I hope to see it developed.
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I like the game so far. Things that are needed: Tooltips, help/knowledge base section to know what each class/race brings to the table. I'm having lots of trouble progressing but hoping I'll stumble across something that increases my chances.
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amazing game for ADOM fans, but need LOTS of work.
You need to have an option of what to pick up, easier way to use inventory, choose eqp.
and so it goes
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Game is amusing, but it NEEDS faster re-spawning, more tool-tips to explain things that aren't explained at all, more controls for move mode (picking up items, etc), and things like Quick-Equip and Quick-Use for items. Having to unequip a 1-slot item to equip a 2-slot item is cumbersome. Having to click a couple times in the menu over and over again to use them is cumbersome and boring. Being able to click the arrows on the side to change the "Act" to "use" or "drop" would be great. Also, to know what using an item does. So far, it seems to do nothing.
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Something to explain the specialties of the classes would be nice. IE, a tooltip that explains that monk is "unarmed specialist that benefits the most from X stat." Also, a "base stat" tooltip, or a "stats upgraded X amount of times" one.