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When I saw scrolls I was hoping they would modify skills in some why, like buffing the stats they giving or adding new effects on top. The reduce cost to 1 thing is useful, but dissapointing
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Is there any keyboard controls? I think it would be nice to have something like spacebar to switch between attack/defend modes and like 1-4 to switch between styles. It would be really useful for starting off in defense mode with a shield and then switching to attack mode with a more damaging style. I'm not very far into the game though, so maybe that's not very useful later.
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Few bugs/broken moments, fix plz:
1) Brainstorm award gives nothing (bugged) lvl cap remain same
2) Blitz stance upgrades useless. Barrage and Guard gives -DEF and -AT, which benefits the stance (in barrage you attack more and defend less). But blitz gives you -DMG for HIT and AT, which means that high level blitz redusing your damage output. So blitz lvl 1 is best idea(pasive benefits work either way).
3) add "upgrade max" button for items. it's very annoying to click many times after each rebirth
It is a difficult ability to use when you first have access to it but its usefulness should become obvious as you continue to make progress through the game.
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I want to add to my previous question about the Head Master unlock.. I really hope this is something we can get at all levels of play? 50 levels difference seems like a tremendous amount
the new master doesn't have to be 50 levels above the master he replaces, just the other two. So if you have two masters at 100 and another at 140, replace the 140 with a 150 and you should get the award.
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the higher the armor tier, the less defense you have? Plate Mail -80 defend, that doesnt make sense to me. Because it actually is a stronger armor, so it should provide more defense. but the - atk and -hit I do understand. I mean, the armor is heavy af :D
The defend stat in this game only determines the ability to parry, block or dodge attacks. So heavy armor loses defense because it has less visibility and is difficult to move in (and you can see this in the game though it is a little subtle: Chars using heavy equipment dodge less often than chars with light equipment.) The defend you are talking about is the ability to take a hit which I represent as an HP boost.
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Game is too reliant on offline gains I feel, even the knights in the lv100+ ranges are owning me in 5 hits and they suppose to do far less damage than the other two types, sheesh this is painful lol. 4-5 runs later, it the same thing, get to these high ranges only to be 2-5 shotted by them.
The offline reliance is just a personal preference of mine: I like to play idle games that have good offline abilities as opposed to idle games that force you to leave your browser open all the time.
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You should add an item drop system so players can get unique swords. Rouge drop Saber Swords, Soldiers drop Broad Swords, Brigades drop Gladius Swords, and a New Samurai foe can Drop Katana Swords. If you worried about inventory space being too small, make it so players have to click on the Sword within a certain time limit when it appears in the battle area.
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To those pointing out the shop mechanic abuse, it's hardly worth it. Roughly 5,000g per buy and sell, that's not much. That's 30 clicks per full inventory of buying and selling.
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ATK/HIT/DEF being linear make them pretty ignorable skill upgrades at later levels.
Only must haves so far have been defend and strength. Crit chance gets an honorable mention.
Stats rise linearly but the calculation that determine the final % are non-linear. They are based on the difference between you and the opponent's skill.
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I think I've encountered a bug. Whenever I switch away from the tab that this game is on, the current battle finishes, but it doesn't spawn another fighter. If I switch to in-game tabs like Equip, the text just stacks on top of each other and it gets messy very quickly.
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Merchant and Arms Dealer seem a bit ripe for abuse. Buy an item, upgrade it to the max, sell it for 130% of what it costed, rinse and repeat. Exponential wealth growth.
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How does Prowess (+6 Fighting Skill Point) work? Do I get 6 skill points to use or something else? Also, can Knowledge stack and my skills cost 1 instead of 2/3?
Each level of prowess adds 6 points to the current disciple, and to any new disciples. Knowledge does not stack but there is a way to reduce costs to 1 later in the game.
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current shop mechanic allows abuse by buying, leveling and seeing things for profit (with shop achievements). basically you earn a profit on selling items based on the unlocks, can get that up to 20% profit on sales (so spam sell a bunch of knives) then you can buy items lvl them and sell for a continuous gain (as long as you have the patience to keep clicking and grinding gold that way)
I set this mechanic up to be abused by those who want to. I may reduce the % of profit if players think it makes the game to easy but I don't think I will completely eliminate them.
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why should i buy thinks if i come much faster forward if i use the beginning equip cause i lose much of my stats with new
?
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Ok I have a problem.. It's called I can't find the "Combo Attack" Skill and I was wondering if that was a attack that the enemy could only do or if I could do it also.. if you would answer my question that would be great :)
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Nice solid 3\5 game. A few kinks in it, tho, but I'm sure the development process will deal with them. Have an issue with all the awards being "secret", tho. A hand full, sure, makes sense, but all of them? Really? Makes people frustrated because they dont know what they should be working to do in order to unlock, and just get them by sheer coincidence. Will be playing this for a while. ;)
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I'm just going to suggest that if leveling something has no benefit unless something else is unlocked, you shouldn't be able to level it. I wasted a lot of mastery points that I wouldn't have otherwise.
Not trying to be overly critical, by the way. I think the game concept is good.
I try to do stuff like that but Innovation has other uses later on so it wouldn't be possible (plus it works on all skills, even level 0.) I am however planning to add a Mastery Skill Reset button but there are a few issues that need to be worked out first. Edit: Forgot to mention you can also experiment by using the save/load system -- Just save before spending mastery points then reload if you don't like the results.
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Innovation doesn't seem to be working. I have a master who has level 10 skills and level three innovation, but the new disciple is still only able to max skills at level ten.
An award needs to be unlocked before you can go higher than level 10. I will try to find a place to add this information so other players don't get confused.
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I just noticed training room level 12 makes you start with negative gold 1.539e9. Kind of a shame I can't undo that upgrade.
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You could make an option to the autosave to trigger every x minutes because, at least for me, the game is lagging all the time when autosave is active.
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It would be useful to have skill points counter on the main screen rather than in skills tab. Sometimes I miss upgrades, as I forget to check there. Great work, thanks.
Different skill paths was the main reason but it also lets you spend more Mastery Points on Exp and other bonuses (most add their bonuses together: So if all 3 masters have level 1 Mentor the total bonus to exp will be +300%)
You will have to remove the equipment from all 4 styles in order to sell them. Its a pain and is the other reason I plan to change how equipping works, eventually.
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Found a bug....in the shop, it's showing everything I own as equipped (4 swords, 2 armors). Great game though. All it needs now is achievments and a prestige system!
Its not a bug. You can equip different equipment to each style: So up to 4 pieces of armor can be equipped and a total of 5 swords. The game has evolved quite a bit through development and this feature is no longer useful so I will probably be changing it soon.
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So... Counter Attack, Power Attack and Combo are opened by upgrading other skills. Which skills? Which level? I don't have a dozen hours to try out different skill combinations. The opponents start using them at Journeyman, and I haven't found any of them at level 65. It's quite discouraging.
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Also, I forgot to mention that this an awesome concept for a game and I'm really looking forward to future updates. The potential for this game is huge and I think you did a great job putting it together.
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I think most of the weapons could stand to have more distinctive stat variations in order to better simulate the idea of your disciples/masters creating a distinctive fighting style through the ages. In particular, I think the rapier is overpowered and should have its stats tweaked: it's relatively inexpensive, it requires no strength, it gives positive stat bonuses across the board and it has pretty respectable damage scaling. There's just no reason to use anything other than a rapier. Just as an example, maybe change its stats to give 40 attack, 0 hit, -20 defend, keep the crit bonus the same and make the damage scaling start at 150% but only go up in increments of 10% each upgrade.
I preferred to use the heavy two-handed weapons myself and did most of my testing using that style (the damage bonus from 2-hand mode means higher DPS which means faster kills and thus more exp when you go offline.) The weakness of the Rapiers is the high price to damage ratio: I forgot what the exact number is but if you were to spend 1 million upgrading each sword than the rapier would deal the lowest amount of damage (even the short sword will beat it.) Rapiers are really only good for the crit bonus which has mixed results until you reach higher levels (at least in my experience)