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a problem i seem to be having is that i upgraded the element max but it still will not let me upgrade any further but instead it makes it so that i can upgrade my durability up to 60.
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There needs to be a major upgrade in the screen movements. If you kill last monster and knock it out of the screen, you cant scroll over to collect the gold. Major losses esp on missions when there's just 2 big monsters to kill.
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I was going to give it a 4/5 but then I got to the later levels. Taking away the Move command??!! Horrible. Also, why have an upgrade to increase element of weapon to 100 and yet I can only upgrade it to 10? Whats that about? If Elemental resistance was meant, then it needs a better description. I completed the first half of the platinum challenges and on what I'm assuming is the final level I can't even beat the easiest version, I can only do 1 damage against a boss that has 150 hp, that is messed up. Needs the ability to reset upgrade and skill points. All in all some major balance issues. Personally I feel that if the person attacking makes contact with the monster again during the same turn you should get the force push again, but that is just my opinion. Either way, 1/5 from me till some major changes are made.
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A lot of times early on I found that it's almost easier to have less characters, because the field becomes really cluttered. And some challenges force you to wait till later because you'll need to grind to a point when you can make up for the fact you have 3 turns. Especially when your mov, and atk are both halved. I feel I'll be close to end game before I beat stage 4 challenge.
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This is really a great game, but its hard to discern the characters health during battle, since there are other icons surrounding it.
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I just noticed that there is a small glitch; when your character dies after performing an attack at 100% push force, the commands come back up, and you can actually attack enemies, though it does no damage, and you character doesn't show up. As a side note, great game :D
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I have to say I like the challenges, except for the challenges that don't allow movement. With -100 resistance, all of my characters die in 1 hit, so defending/countering doesn't do me any good. (Counter and they die, defend and they don't do damage). When I finally do defeat a significant number of enemies, there is always one that just skids back and forth and never actually attacks, causing severe weapon degrading annoyance. Overall though, it is a really good game.
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This is a fun game with novel mechanics. One suggestion I have is to make the collision points between your characters and objects (characters and scenery) clear. Perhaps have the color of the movement marker change when you're going to hit something? I say this mostly because I have blown many, many turns thinking I would clear a rock or tree and instead carom off in a random direction. Many foul words are produced by this occurrence. ;)
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there really needs to be a counter in game that lets you know how many turns u have left with ur weapon. and make the coutner really apparent, because I'd lose track and all of a sudden my weapon is broken
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Hmm.. This is a pretty awkward game. There's a lot of good things going for it but a lot more bad things....
First off, it doesn't make sense to acquire new team members by using stars(at least not from a storyline point of view).Make them join after a number of maps or have them all from the start.
Weapon durability isn't a bad idea per say, Fire Emblem does it to good degree but this game's version seems to be pretty obnoxious. The durability of the weapons are ludicrously low and invite the player to grind excessively or sink more stars into getting the coin upgrades (which are pretty expensive at 2,3 and 5 stars respectively). The power boost from the weapons themselves are pretty low again unless you sink a massive amount of money into them.
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IF u hit an enemy and it bounces into another one of your characters you should be able to create a team chain attack not randomly damage an innocent bystander so to speak and should you really have to hit an ally you were counter bounced into? seems a bit drastic. JS
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It would be nice if elemental damage were explained when it gave you the option of unequipping the flaming sword instead of later when you need it and it's already gone.
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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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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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Wow, just wow. The potential this game has is REALLY impressive. It's got a few flaws here and there, but the concept and enjoyable leveling system make it a lovely experience. It's one of those games that I'd like to see a sequel to in the near future.
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It'sd a really fun and original concept, and the game is perfectly good workmanship, but it STILL gets boring in a short time. There is just not enough variety. I have fun juggling enemies, but consider that I may be replaying each level 5 times. There should be something new I can do, some new bouncing technique, some terrain modifier to make things trickier or allow for new stunts, or something like that, to keep play interesting.
Also, a personal note but I never upgraded any of my weapons and relied on direct damage only. This is because like a lot of experienced gamers I always save up things I have a limited amount of, in case I will need them badly for a final battle or something. Weapons drop too rarely and expire too fast to be wasted. So the entire weapon system gets ignored because of expectable strategic player behavior.
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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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Read the comments. immediately left this comment and switched to a different game. sounds like its shit. fix all the recommendations and ill be back.
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well i made a character a super assassin which hit two of my teammates and killed them both. =( i think they should have half damage to allies. and the upgrades seem quite pointless when my weapon gonna disappear anyway. plus i already did 10 fights and only got one weapon and only for garth. XD would love to buy weapons in the store though. this game can be little aggravating when one teammate bumps into a rock by just an inch and flies off away from the enemy. not a bad game in all but not really fun. =/
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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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How do you move the screen? I've gotten to the side of the initial screen on the second battle and can't play anymore because I can't see the menu nor the monster.
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When i am in the screen to choose an action for my character, the screen keeps on seizing to the top left corner for some reason. 0_o I cannot do anything to stop it. Just thought i bring it up since it is happening to me and hurting my eyes.
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why there are times when the enemy bounced back they hurt us, and there are times when it allowed for another attack?
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The handicaps on platinum levels are a bit over the top methinks, half hp/speed/attack/defense is fine-ish but having a turn limit on top of that turns it into you need to come back after gaining a bunch of levels elsewhere and one shot everything or you won't make it. Not a good design choice in my opinion.
The battle system is badly designed as well with seemingly random effects if the enemy bounces back onto my attacking character, no easily discernible way to know what the hit boxes of my characters are besides the shadows, friendly fire(why oh whyyyyy would you hit your friend for your full attack damage instead of say half?)