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Such a beautiful game in all its simplicity. I remember playing this many years ago. Came back to it just cause it was so interesting.
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the soundtrack reminds me of a game called flight, now that is why this was immediatly a good game for me xD i luv dis game!!!
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Nice idea, but gets repetitive after a while. I suppose if I weren't farming so much, it wouldn't get so old so quickly. :)
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I think damage system is like ATK-DEF=Damage (Ex: 20atk - 10def= 10dmg) so when it get halved its become like this --> (10atk - 10def= 1 which is minimum damage you can inflict) sure this dev love simplicity...
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The weapon system is somewhat terrible, and in my dictionary "halved" means cut in half. I wonder how you do math, because the half of my characters hitting at 14 damage isn't 1... And this is a regular thing in most Gold challenges.
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this game is great but it would be nice to add some more characters and that u can to buy some passive effects for each of them... like for knight u can buy passive to take less dmg... like that
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It's kind of hard to tell how 'big' the obstacles in an arena are, if your trajection line let you know when your chosen path passed through a rock/tree/ally/whatever's hitbox it'd be very helpful - because having to guess doesn't really seem like 'an element of strategy' so much as 'working around an oversight'.
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The game is great, but there are a few things that can be improved: The characters attack each other so many times and the exp points earned in battle is very low. I hope this can be improved.
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Is there anything to do with gold other than buy potions? It doesn't look like it but I want to double check before i spend it all and *then* see the awesome doom-sword I've always wanted. :)
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Good game but I kind of want the ability to use the arrow keys to scroll around so I can see what I'm trying to aim at when I'm moving.
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Little guide cont.
At the beginning of most battles, clear the field of small attackers by just barely tapping them with an attacker, then chaining to the next, and so on until all the small fries are gone. Then you want to get a defender and an attackier into a blocking position where you can attack but they can't. This will make your defender take 1 damage a hit and as such basically never die, and your attackers can still hit hard. You still want to barely tap so your attacker can retreat. If someone is really close, hit them hard so you automatically fly far away, and if they are close next to a wall, hit them into the wall so they bounce into you - causing you to get another attack and a chance to chain.
As the in-game tip says, get Gold 3 ASAP, but AFTER heroes. You can use this gold to buff against bosses or tough fights - I'd recommend stocking everyone with healing and damagers with speed and attack.
Balance stats so people can bounce eachother.
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AWESOME game, deserves "puzzle" more than half the lame, hardly thinking puzzle games here. Very nice concept, very nice execution, decidedly 5/5.
Little guide:
Garth should be defense (+speed and health), Barbara should be pure offense (again, +speed and health), Nana should be should be offense-speed, enough to deal 5 or 6 damage with each attack but be ridiculously fast. Dash is flexible.
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am i doing the weapons wrong? it says to reselect an equipped weapon to unequip it, but when i try it just destroys that weapon. is there a way to keep your weapons or are they just one battle items?
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the worst part about this game is when have a clear run to an enemy so you go for it but oh Mr.Tree push's you into an ally damaging them and wasting a turn You Should REALLY get rid of that
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An amazing game worthy of both badges and further development. Well done!
Two things in the game don't fit. First, the money collection - having to roll the mouse over coins to collect is to akward, particularly when the screen is rolling away. It needs either an auto-collect at the end of the level or - for preference - collecting it by shooting a character over it (perhaps with the posibility of monsters also collecting coins - room here for a thief type monster who aims at coins.)
The second bit which doesn't fit is the "Push force" control. It makes planning and tactics etc impossible as we can't predict where characters and monsters will end up. Using a standard pool mechanic here would be better.
Overall - Brilliant. 5/5
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a surprising game that can put a smile on any players face. one thing i find both ammusing and frustrating is that i seem to do more damage to myself than to the enemy, but thats part of the game. but one thing that annoyes me slightly is that the buttons are to close (although acording to your earlier comment, this will be fixed). still, this game is awesome! the original mechanism makes this game even more fun. this game was created by a true genius!
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Very good game. Innovative and fun. Just didn't like the itens' system. It's pointless to spend one turn to heal, while there is an enemy close to you, if it'll be able to hit you on next round and damage the HP you just recovered. I think all characters should be able to use one, and only one item per round AND perform a combat action. The weapons should be equippable (before the fight starts) and non-degradable. But, of course, you wouldn't be able to change it once started. Despite these things, very nice game, gratz. 4/5
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The only problem i had was the defend option.Why defend and take damage when you could be smashing into floating dewdrops?Every single rpg i played had the good ol' defense button.Its kinda like asking yourself to be smacked while trying to avoid getting hit like a baby.
Defend actually can halved damage that you received AND reduce the velocity so don't get to thrown too far. I would recommend this option if your character don't have anything better to do.
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Another thing: i must thank you for creating a whole new generation of RPG games. this was very clever and must've had a lot of time thinking through. Usually, an RPG game uses positioned characters with no desire to move really. But you broke RPG physics :3 be proud TurnA.
I really appreciate your comment ^^ Some modern RPG also have dynamic character movement in battle (like Tales of series), but I agree that the sliding/pool mechanism is quite unique in this genre. Glad it's not only me that like it :)
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Not quiet sure if this came in previous feedback, but i have some suggestions: There should be a spell menu. potions are quiet the same but take 1 turn without dealing physical damage (a mana potion was exactly what i was expecting though.) Another thing is friendly fire, a huge problem. you see, when im aiming at the silver wolf, i attacked with dash and accidentily hit nana with a strong attk. the plot was rather amusing and graphics are outstanding. i love this game and looking forward to the sequel (and im not asking! ;D) 5/5 game.
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It would be great to have a base upgrade for each char. It`s much better focus on atack and speed, making the chars lose it`s specifits. Although the game is already great 5/5