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My secound master have 1 point in innovation and I have 3 masters, but my new disciple's unmastered skills max level is 5. Where is the +2 lvl and the previously maxed masteries's max levels unchanged. Is it normal?
It only works on fighting skills the Master has learned. So if the Master with Innovation has Strength at level 4 then the disciple will be able to level it up to level 6.
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Fun game. But simply scrolling down where the game leaves the screen causes the game to freeze when I scroll back up. Using Firefox 55.0.2 (64-bit)
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I love how the game is apprently inspired by HEMA and how it adds on depth. Is there a parry/counter skill or stance unlocked later? It would fit very well. The tab switch freeze bug is still there though (Firefox).
There are currently 3 special attacks and 3 stances that can be unlocked via leveling up other skills: Barrage (to go with Power Strikes), Blitz (for combo attacks) and Guard (for counter attacks.)
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Okay so i was pretty sure there was some mismatch with my math (levels/points) related to when i wanted/needed to reset and all, but now i just witnessed with my own eyes, I level up,no point to spend... it's not always ofc, quite random,but it just happens here and there and fcks it up for me when already master and just trying tog et that oneextra point to reset and then... 30more minutes of miss miss and winning 1/4 fights to level up again, and hopefully this time get the point ^^
Are you in another tab when this happens? And you seem frustrated by the loses so I'll give you a tip: At higher levels when the enemies become difficult it is a good idea to take advantage of the offline exp system: What I like to do is fight in the tournaments until I lose one, then I fight enemies at the top level until my Top 8 Average is looking good (view it in the Stats Menu) then I go offline until the tournament becomes available again. Repeat until I feel like Promoting.
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This game is quite complex. Much more to it than it first seems as more and more stuff unlocks. I like it. RIght now I try to figure out how to battle rivals, guess they show up at the level they are.
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Get rid of the knights, they take WAY too long to kill, it's best just to go back then forwards again and get a new enemy.
Knights are the bane of my existence during testing (even using the back and forwards trick.) But if I got rid of them there would be nothing for speed/crit builds to destroy.
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Man this power attack is pretty ridic. Guy has lower level than me but doing 21k with an attack. This is at masters level
I am a big fan of Realm Grinder and was trying to mimic their secret trophy system. I will look through the awards and see which I should just show the unlock conditions for and which I should just show hints for. Update: I decided to show unlock conditions for all awards.
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If you're going to have a cooldown between tournament attempts, please at least show us the level range we'll be fighting against in there. Ideally you remove the cooldown, maybe not give gold unless you advance to prevent cheating. Would also like to have some indication that increasing fighting skill levels will unlock new fighting skills.
Completely slipped my mind: I will add level ranges for the tournaments soon. Cooldown is removed later in the game via an advanced award so I don't want to mess with that. And award unlock conditions are now shown so you can easily see how to unlock the hidden fighting skills (must open a school first though to gain access to the Awards Tab)
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I'm having an issue with the sale of equipment. Some of the items in my inventory are no longer being used, but when I go to the sale screen, it still shows the E on the icon as if it were equipped. Sometimes I can get it to clear out by reselecting the item in the equipment tab and then going back to the sale tab, but for the most part, everything I buy from the shop ends up just taking up space in my inventory.
Two swords (primary and secondary), 1 shield and 1 armor always have to be equipped. In order to sell a piece of equipment you have to remove it from all 4 equip styles (fencing, 2-hand, Shield and Dual Swords.) I designed it a long time ago thinking players would need to switch between different styles and equipment a lot but the game went a slightly different direction. It is causing a lot of trouble so I will try to work on a new version of the menu soon.
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Pretty fun so far, but would be much better if you had the mastery points be saved, so you don't need to reset it all the time and forget your setup, and then instead add a reset if you wanna try another build, and then make it so that the gain of mastery points first starts counting again after the student surpasses the master
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soI just found a BUG where I end up not needing to buy any 2 of the same weapons to DUAL WIELD, since if I have a RIGHT hand weapon(one that i still need more strenght to equip on left hand) and doubleclick my OFFHAND weapon in inventory weapon(that's ALREADY EQUIPED in lefthand), I will instead have, in this case: 2rapiers equiped, 1 rapierin my inventory. (since trying to put RAPIER in main hand, without enoughstrenght, itstill won't equip LONGSWORD in LEFT hand, it just goes to inventory and i get 2 fully upgraded rapiers for the price of ONE x)
Thank you for the detailed explanation, I have no problem duplicate the bug now. I will work on a fix for it tomorrow. Update: I can fix it but it won't be pretty so I will leave it alone for now (I will fix it when I overhaul the equip menu: Not sure when that will be.)
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It doesn't explain it, but does Plats go up even during offlines? I don't see any info saying that somewhere on the duel screen which at least list how much offline gold/xp i get. (literally the only reason I could afford the school)
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Read the comments, still don't really get the double master thing. Let's say I have 2 masters with Mentor lv.1 (+100% EXP). Do I get +100% or +200% or +400% now?
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4* game, alot of complains of people about balance, but if you takethe time to even go through some comment answers you will get it all, tobe honest there's only ONE THING that actually needs change in my opinion,and it's relatedto ITEMS, its annoying enough to have to change every fighting style's weapons, when i get a new one(to sell theoldone), even tho most of players will stick to ONE FIGHTING STYLE.
PLZ: either make us able to DRAG not 'doubleclick' items, and it's alot clearer too, AND/OR (at least the fking bodypiece... --') make doubleclick EQUIP IN ALL STYLES! (Or even just make us able to sell EQUIPED ITEMS, even if you think best to throw a 'warning:about to sellequiped item: yes-no)
other than this bit of'unecessary time-spender', great game!
I am grateful for the feedback, it is one of the reasons I launched this on Kongregate first. I read all comments and am making a list of things to fix/improve upon. The equip system was already on the list though, it annoys me too. An equip all button would be very useful I am just not quite sure how to set it up yet.
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The animations are pretty top notch for the fights, and I can tell you put a lot of effort into this. The intro/tutorial is also not overwhelming, which is a bonus since so many flash games are messing that up these days. There's just a lot of little issues that prevent this from being a 5/5. Like the pacing of the game getting too slow too quick, the defense mode being pointless, etc
Thanks for the feedback. I agree with everything you say except for defend mode: It is actually very powerful if used correctly, especially in the early stages of the game. I added a tip to the tutorial recently to help explain -- you use it to wear down your opponents stamina. When the opponent's stamina drops below 50% they will begin to fail their attacks. This is when you switch to attack mode to take advantage of their new weakness.
You are basically creating a long history of Masters and Disciples in the game with each Disciple surpassing the Master to reach new heights. In game terms you get 1 Mastery Point for every 5 levels reached as a Disciple so it is usually not a good idea to Promote until you reach a higher level than you did before.
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I "promoted" after already doing the disciple thing once. I now have less points to work with and fighting skills reset. This is just really confusing and misleading how this even works. Just lost a bunch of points just because the way it is explained in-game makes zero sense.
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would be nice to be able to see some informations from tutorial again.
especialy in regard to stats.
the attack/hit/def mechanic is kind of strange.
realy often the enemy just slices you to death even if it has much lower stats than you.
I left stats out of the tutorial because you can get information from the skills menu (for example aggression explains what Attack does.) For the main 3 stats though Attack just determines who attacks and who defends each round (a round being a single attack/defend animation.) The chance an attack actually hits is based on the Attacker's hit stat versus the Defender's defend stat.
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Problem is the rapier literally the only weapon with no tradeoff for its gains, all the others make you lose stats in order to gain the benefits, nevermind that rapiers also the best weapon for critical hits, which destroys HP/defend builds. You don't even need to meet requirements, it just that good.
The rapier has low damage compared to its price. That means if you upgrade the weapons enough even the short sword will eventually do more normal damage -- So while the rapier may be able to kill an opponent with 5 lucky attacks other weapons can kill in 5 regular attacks.
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Either shop or equip is broken. When I try to sell some items that do now show as equipped screen, the shop shows them as equipped and I can't sell
It is complicated compared to other games as the starter equipment needs to be removed from all 4 equip styles before they can be sold. (So check the Fencing, 2-Hand, Shield and Duel Swords tabs and make sure the item is still not equipped there.)
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there no point to get a big pile of HP if you giving up more chances to attack... hit... AND defend, which gives opponent more chances to do a critical hit. If they critical hit your guy, all that HP won't matter cause its always 1/5th of your max. I just don't see a legitimate reason to buy armor less I'm missing something
There is a subtle rock-paper-scissors thing going on with the skills: High Attack > High Hit/Crit > High Hp/Defend > High Attack. So high HP/Defend should be very effective against warrior types (they have low crit due to the heavy swords but deal lots of damage.) I had a really hard time balancing the game though and I probably still have a lot of work left to do in that area. Also: If you have low total HP normal attacks will drain more stamina when you are damaged (the loss is proportional: So if you lose 50% hp in an attack then stamina will drop 25%. Low stamina means you will attack far less often.)
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Sigh, pisses me off to lose in a tournament to someone that has 1/2 of my HP, 1/2 of my DMG and barely 30% stats. RNG Ftw.
You use it to wear out your opponent. When stamina is at 50% or less characters may fail to attack which gives you a large advantage. This is very effective in the early game when total stamina is low. Also, you can counter attack in defend mode (counter attacks need to be unlocked first.)
Sorry, I am not a very good artist or designer. I sort of gave up half-way through development and just started using the same basic colors over and over. (red, green, blue, yellow, etc...) It is one of the first things I plan to fix if the game does well.
It seems Flash drops the frame-rate if a game is not in full view on the screen (even scrolling down on the page can slow the game down.) Running the game in its own window seems to help.
This is related to the game slowing down if you switch to another tab. I am looking into a fix but early research does not look promising (looks like this may be a 'feature' of flash.)
Update: Fixed
In short: Double the Mastery Points to spend. (The second master slot starts vacant though so make sure you promote a disciple to the position first.) Having a second master also gives you the option to train a new set of fighting skills -- the Knowledge skill is automatic and it reduces the cost of Fighting Skills from 3 to 2.
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This is amazing. I love the animations and the gameplay. I believe that if you worked on this more it could soon be a hit !
I am glad you like it! I have 30 fighting skills and 30 rivals planned and a couple new features but it will take several months to add them all unless the game does really well. Haven't decided yet if that will be the end or if I will add an Ascension mechanic of some sort.
I noticed this when I released and am looking into a solution. A temporary fix is to play it in a separate window (at least this works for me on Firefox.)
Update: I have confirmed that the frame rate drops to 2fps when not in view. I can't change this but I should be able to get my game working correctly at this speed.
Update 2: Fixed!