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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.