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before the invention of corrective glasses, warriors with poor eyesight would simply charge and slash towards whatever direction they were pointed at regardless of what they hit or bounced off of.
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how are all the newbs with no life putting this down... the combat system is fine... if you have ever played "pool" or "billiards" then you know how to play this...
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Needs a bit of polish to mechanics. Graphics are fine, but lack of explanation of how rebound combos and elements work causes some frustration. Original idea which gives at least a 3 star, but definitely a 4 star game. It works pretty well as is just some things need fixing. While I understand the annoyance of durability to the games, Fire Emblem uses the same system so whats the big deal? However, I RECOMMEND that durability changes to number of hits not turns - rebounds do not count against this number but friendly fire would. You can tell by the number of people writing lengthy responses that they really want this game to work for them!
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It's sad when people don't grip the game mechanics....
Ok here we go , WEAPONS ARE SUPPOSE TO BREAKE , this game is based on TACTICS and not GRINDING.
You are not suppose to use your UBER weapon on every single fight , only on difficult situations. Most of the game is done by knowing how to build your characters.
I already finished the game and i used items only two times , only once was a weapon.
Great game dude 5/5 , keep your good job on making innovative games.
Thanks for the comment! It's just as you said, but I think I don't make it clear enough on the game. Will try to improve the tutorial/explanation for this.
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Sure the game could be better, but it could be worse too! The first of it's kind that I've come across and enjoyed! I say Kudo's to the dev and keep up the good work! I don't see any of the folks here who are whining about the 'issues' with the game taking the time to write up a manual or explain what they say took them forever to figure out, yet they expect someone else to do it when that person has already spent countless hours writing this very AWESOME game! Sheesh, hypocritical much?
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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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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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I think that having the weapons be destroyed after some time is fine, but I wish they started out with more rounds of use. Having it be destroyed after just one round is a bit annoying. Also, a clear explanation of combos would be useful, because I'm not entirely sure how I'm even getting them. One more thing - I was surprised to find that if one of my own characters bumps into another, that character takes damage. I don't really like the idea of friendly fire in a game like this. Other than that, I really like this game.
Thanks for the comment. The game is created from the get-go that it was possible to make friendly fire to enforce strategic placing and movement plan. About the weapon, you can get *much* better weapon on later stages :)
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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?)
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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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Not a lot to be said that hasn't already come up - you've made a game with a fantastic battle system idea and great art, and saddled it with some of the most infuriatingly inconsistent and needlessly obtuse mechanics I've ever seen. Combos make little sense, scenery hitboxes are a nightmare, the Push Force bar speed seems arbitrary and doesn't appear to make a lot of difference. Taking damage from struck enemies cannoning into party members is a terrible idea; bouncing foes into an ally should let the ALLY take a swing at them, broadening out players' tactical options enormously. It's such, such a shame, because the basic battle mechanic is a hoot and the game looks GREAT, but the implementation leaves an enormous amount to be desired. 2/5.
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Needs a way to increase the speed of battles. Also, for how much thought you put into this game, I still can't figure out why you have consumable weapons. The idea of this game is like a 5/5 but I can't rate more than 2/5 right now for lack of playability.
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I feel like this game has potential to be game of the month, so here are some recommendations:
1) Remake the "items" dynamic by implementing character slots (head, torso, shoes, etc) and increase the rate at which items are found. You could even make male/female equips.
2) Smashing your own teammates is quite annoying; why can't they automatically block their own team? As much as I enjoy watching the enemy do this to himself, it should work both ways.
3) If there could be a way in which enemies could be 'passed' from knight to knight, and each one gets a chance at 'forcing' the enemy, a new playing dynamic would emerge.
4) Keep up the great work! The storyline is interesting, but the gameplay is tedious and sometimes frustrating. Implement these recommendations, and you'll surely be in the running for game of the month!
Thanks for all the detailed feedback. 1) If it implemented, the game will become a really serious RPG :) Not that a bad thing, but I think it's not appropriate for the games. 2) Friendly fire is there so it increase the need of strategic placement and planning the move ahead. 3) You can toss an enemy to other hero who ready to Counter to make a combo. 4) Thanks!
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another thing, make the hitboxes of the scenery ACTUALLY ON THE SCENERY, i dont wanna go flying because of a nonexistent giant circle around a rock
Thanks for the feedback. I have revised the camera movement so it will always follow the current active character. You can move the screen when it's your turn to move.
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its funny how your tags say "pool", it does feel like i am playing pool, lol. it also has the feelings of kingdom rush...well the upgrade point system does.
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This is almost so good. Just a few things. Need to be able to move the screen, upgrades don't feel worth it because of the missed turn & destroying the weapon, and it seems inconsistent when I get to hit an enemy multiple times. Sometimes I can bounce them off a wall and hit them 3 or more times, other times they bounce off the wall and deal me dmg.
You can move the screen when it's your turn to move (otherwise, the screen will automatically move with the enemy movement). As a rule of thumb, if you're still moving/dashing, you can attack the enemy. But if you're pushed/idle, when character hit you it will deal damage.
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This is a really creative and innovative game, and is certainly a wonderful idea! I'd like to see more polishing done to the engine, but aside from that I like it!
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The buttons are too close together. Too many times I've hit 'defend' instead of 'move'. One time I lost a battle I should have won due to this.
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I've got a number of issues here. First off, having weps eventually get destroyed is a terrible idea. If you're going to do that, at the least make weapons WAY more common and have WAY more durability. Even that's annoying though, and no one wants to upgrade a weapon that's going to disappear. Another issue is that everything seems chaotic with little real, detailed instruction. Heck, I still have yet to figure out is what's going on with combos when an enemy rebounds from a wall. Sometimes they rebound and comes back I get to swing again. Sometimes they just smacks into my guy, he/she takes one damage, and that's it. I have no idea why. Both upgrades and money feel kind of useless as they're both primarily used to better upgrade weapons, which feels like a waste to begin with. The 'unfriendliness' of all the features really takes this game, with a very original battle system and a seemingly very good base idea behind it, and turns it into something just not very fun.
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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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Add something so you can move the screen around easily, or so that it follows whatever got hit and is flying around. Make it a littler clearer how elements interact. Also, you should allow characters to use 1 item per turn. It's often not worth it to switch to a weapon and give up several hits if you're good at chaining attacks.
I have revised the game with better screen movement. But it doesn't change the fact that you will only able to move the screen (with mouse) when it's your turn to move. That's also part of the strategy/decision making in the game, do I use this weapon and lost a chance at chaining attack, or do just attack the enemy although their elemental power is significantly stronger than you?
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very nice battle system, but few improvements could make it better.1)the animations between battles and shop/status and sth like this, make it less than 0.5s, or is not so happy to use these functions. 2) weapons are the hit & quit stuff, which makes upgrades seemed useless. 3) it will be help full to make every blocks in battle more noticeable and give out a path instead of only a red point of destination.
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Really nice. But let me pick any level to play at. After beating the first level up through gold, there's really no challenge to level 2-3 normal.