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Apparently we are supposed to be able to un-equip weapons, but it never seems to work for me. Other than that, and the glitch with the weapon element symbols, this game is pretty cool.
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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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TurnA, you are doing a great job updating the game, i love it when a developer gets really involved and does everything they can to make the game better. that deserves a lot of respect.
Thanks for the comment, I really appreciate it! At least until the development of my next games starting (very soon!), I'll try to address bugs/feedback that can help improve the gameplay, without changing my initial concept for the game.
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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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I think there's a bug in the 1st item slot of each charater, if a weapon is found and put in the 1st slot item, it will have a problem of "elemental-cross". In my case, i bought a minor attack potion for dash in the 1st item slot of him, found 1 flaming spear, 1 flaming axe and 1 whirling knife, after a while, the flaming spear turned to watery spear, the flaming axe turned to rocky axe, and the whirling knife turned to rocky knife (the three weapons were in the 1st slot item of course), dash's weapon was safe. So ppl should buy an item in the 1st slot item of each character inventory.
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Wonderful! A developer that updates their game! But don't change the weapon system. In a game like this, I think the weapons are perfectly though out, and they add quite a bit of strategy as to when to use them. You could either max out a weapon for one devastating blow against an infuriatingly tough enemy, or horde weapons to use later. Either way, it allows the player to make their own play style, something most games are missing these days.
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Some of the element icons and names do not match on the characters useable weapons. For example, Nana has a fire knife, but is named Whirling knife, and it deals wind dmg instead of fire. Garth has a fire dmg spear, but it is named watery spear, and deals water dmg. It seems to be the name is always correct for the indication of element type, but the icon is not.
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I find it a great game, but I've found one glitch. When I want to upgrade my wapons. It seems that the element limitation is linked to durability and the otherway around, because I can upgrade my wapon not further then 10 elemental damage and I've got already 25 turns+ for a wapon for durability.
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Need to resize the screen. Seems to not fit in the space provided. And because of that, when it's my turn to make a move during battle.... the game screen jiggles back and forth real fast. Not sure why... Anyways, I'm playing on Google Chrome, with updated Adobe Flash.
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While killing the dragon I made the mistake of putting one of my heroes on Counter while my Might Potioned Dash swung at the dragon. What basically happened was he hit the Dragon into Barbara, making her take 18 damage and letting her counter, and the counter made the dragon rebound off Dash, making him take 20~ damage, and then it just repeated like 8 times with Dash Barbara and the Dragon duking it out. It was a fun moment until I realized that basically what it ended up to doing was leaving the dragon at half health while I lost both of my characters.
It feels like the game should reward you for having those moments where you land several counters off at max Force in a row, instead of letting the dragon hit full damage on your characters 8 times in a row for minimal gain...
I love the game though, innovative battle and a great amount of polish to it.
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to make characters vary more from each other, they could have auras which take effect in a certain radius. for example, warrior: +%defense, protector: +%healing, barbarian: +%attack, scout: +%speed.
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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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is it me or element upgrade limit is tied to maximum durability upgrade limit 0.o?! (adding element upgrade limit = durability upgrade limit increases)
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It should really be said somewhere that if you 'restart' a battle your items don't regenerate. Furthermore, how blind are these knights that they attack their allies with absolutely equal power as enemies?
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Very fun and seems to me like an innovative rpg concept. I do have a suggestion: Special skills. Stuff like having a skill that makes the ranger/thief teleport past allies to hit an enemy on teh other side, a barbarian deal double distance/damage on an attack, a Paladin/Templar heal or deal area damage... I dunno, stuff like that :p Maybe even a Mage who fires projectiles instead of attacking himself
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Oh, come on... This is a very good game, with a very good and original concept. There are few games so innovative as this one. And with the first very little difficult, you start crying out. One of the most important things of this strategy game is to think ahead your movements, and you just want the computer to tell you the movements, so you don't have to think. Come on, do you also want it to tell you what will the enemy do next?
Oh, and I don't disagree with the weapon system. It makes it use you for special occasions, and to choose if you prefer to play it "simple" at the beginning, upgrading the critical hit, or to use the weapons, and choose them in the best moment.
Thanks for the nice comment, really appreciate it. I do think it's partially my fault that the feature is not explained clear enough. Will try to revise this on the next update.
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Not a fan of the physics of this game and the idea of friendly fire one bit. The limited duration of the weapons seemed like a good idea at first until I realized that you could upgrade them. Perhaps I'm missing something, but I'm not able to switch in between weapons to avoid the turn limit so my weapon ends up getting destroyed no matter what course I take. The fact that we can use pretty much anything in the level itself to aim our attacks or our characters is a great concept, I just don't like how we're unable to see exactly where our dash is directed to plot a move... Hopefully these things get addressed because I do like this game and think it'll be a big hit.
You can un-equip the weapon by selecting it again in the inventory. I have added a direction path guide to help player plan their movement in the latest update. Check it out!
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Great game, cool concept. However, 4/5. The fact that I can hit my own people is not working for me. Do my knights not have enough sense to opt NOT to stab their friends? Also, I think the physics need a little work. What should be glancing blows that send me at wide angles end up bouncing me right back to where I came from.
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I wish you could play the harder difficulties earlier. I hate having to play the same level 5 times when I could have just beat it the first shot.
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There should be a better intro/tutorial. It took me a couple of tries to figure out how to "aim" an enemy after haphazardly knocking them around the screen. Once I figured out the physics though, I upped my rating to 4/5. It's a good, original concept and it's pretty well-executed, but it needs better description.
I see. I have tried to cram tutorial on the level and battle transition screen, but it seems that was not enough. Maybe I can add additional tutorial entry to flesh the concept further.
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Really nice game but the element upgrade is bugged. No way I can go over 10 even after buying the upgrade.Strangely survivavility of the weapong can be increase over the upgrade I paid for.>.<
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very good concept but a few improvent is required... maybe the tutorial should teach how to do multiple combos (for example putting a character in counter then hitting a monster towards him), moreover since it's a stragegic game we shuold be able at least to see where we are throwing the monster instead of hoping in some Pinball God to aid us.
You're right about that. Maybe I need to add more explanation about various game system in-depth. The Pinball God already bestowed his blessing in the form of Movement Prediction Guide feature ;)
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I'm prepared to accept that this is a ripper of a game. It's not my cup of tea, but there's some originality, which I always applaud, and it's polished. Now, I'm off to play Kingdom Rush again.
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i'd personally disagree with other comments regarding having allies be capable of hitting enemies bounced into them. that would easily result in overkill and highly unbalance the game. i think the dev might instead want to condition the minds of the players more since obviously not everyone grasps the following concepts immediately. so for those complaining, here are those concepts. 1) not hitting allies is actually part of the game challenge. (although granted maybe half-damage or such may be requested.) 2) weapons are not to be used regularly and reserve them especially for those more difficult challenges. (my personal suggestion for the dev though is to reduce the speed of the bar to make regular non-weapon combat more acceptable.) 3) as for upgrading... well, since i haven't even been using my weapons i feel the impact of this less. oh well, it's not like i've never grinded for a game before and it should be minimal if i am economical in my weapon usage.
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hey wat do i do? i managed to whack the dragon 4 times initially, now he's pinballing around and can't stop....randomly appears anywhere on the map. now i've got this 100+ hit combo, all my characters have 0 hp but are still pinballing around too,dragon's dead too. i managed to kill all 4 of my characters and the dragon by a single combo...