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Swords and Potions

Score:
rated 3.23 / 5 stars
Views:
865,256 Views
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Genre:
Simulation - Other
Tags:
rpg
shop
sim
gold

Credits & Info

Uploaded
Oct 24, 2012 | 3:55 PM EDT

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Author Comments

Try to become the most successfull merchant by running your own item shop in the world of Tomagar. Trade items with adventurers, craft powerful items and earn a profit from your sales. Challenge and surpass your peers using a variety of covert operations.

Reviews


PogobetaPogobeta

Rated 2 / 5 stars

From the start, I want to point out that I feel that QUALITY of this game warrants a higher rating, but the inclusion of microtransactions (and the fact that the game forces you to wait a certain amount of time before allowing you to continue, unless you participate in the microtransaction system) is something I consider to be in poor taste, ESPECIALLY on Newgrounds. As such, it has detracted from the gameplay experience and made it less enjoyable, and so I award it fewer stars.

As far as the game itself is concerned, I do enjoy what part I'm actually able to play. The music is simple but charming, the graphics are simple but charming. I don't think there's enough polish to warrant asking people for money, though. There are some interesting things going on behind the scenes, but from the players' perspective this is a game finished enough to be posted on Newgrounds, not enough to be posted in a marketplace. I want to be clear about that. This game is good enough for sponsorship, or even between-level advertisement, but it is not yet good enough to warrant asking the player for money, no matter how little money at a time.

You've gone to the trouble to add a player-customization system, but the advanced customization system is quite bland. There is an illusion of deep customization presented in the form of a bunch of options with one or two available styles, and a full range of color palette, which unfortunately just makes room for some really ugly color combinations. Randomizing is definitely not recommended. You can choose to have 1 type of scar, or be covered in unsightly boils (at last!), or choose from a small handful of hairstyles, facial hair, 2 body types, eyeglasses that look out of place, a single earring, etc. Granted, these choices don't have much effect on the in-game sprite, but the portrait is still a reminder. There is a lot of missed potential here.

If you're going to have character-customization, why not add more hairstyles or facial styles, which give the player a closer connection to their avatars? Or make the various craftsmen customizable (or at least make 3 or 4 pre-fab combinations for each craftsman).

It's a genuinely good premise, and there are intricacies that I would like to explore further, but I promise you I will not be purchasing tokens to supplement my gameplay experience. A good microtransaction system is the kind that an interested player can take full advantage of, but the uninterested player hardly even knows it's there.

(The rest of this review is a diatribe about pay-to-play and microcurrency games)

At first, I realized that certain shop upgrades could be purchased with tokens if you didn't have the full amount in gold, and I thought that was a smart implementation of the system. Later, I realized that certain commodities were only available by purchasing tokens (less of a big deal, since I didn't have any use for those commodities). Then it tells me that after 12 in-game days have passed, I have to wait for a timer to tick down before I can advance to the next day. I literally can't play any more right now unless I spend tokens (Thankfully, I type long-winded reviews and my turn will probably come up while I'm typing this). Finally, I see that certain item production recipes must be "unlocked" by throwing tokens away. You are withholding content from your audience. It may not be the audience you're hoping for (see: "paying"), but Newgrounds doesn't really strike me as the kind of place that would welcome games with a micropayment model.

There's a huge difference between making your game more accessible or faster to play with microcurrency, for "casual" games that people spend 5 minutes on in the bathroom at work, but it alienates people who really want to explore the game.

It's nice that you've at least included a free 100 tokens, so that people have their choice of what portion of the game they'd like to have less restricted. I'll probably use mine on buying extra days, before I give up on it entirely.

I got three extra days out of waiting the time it took me to type this


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DoctorStrongbadDoctorStrongbad

Rated 2 / 5 stars

A fun game until the pay to win aspect appears. That is a very bad idea and will make players drop a game right away.


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sven070789sven070789

Rated 2 / 5 stars

Very enjoyable game, though there is one problem, this is new grounds, where FREE games are located. If you wanted to make a game that makes money, go to steam. Anyone starting out trying to make a game that brings money in should not force people to have to pay money to continue playing. Or if there is a payment necessary mention it in the start of the game, noting that you have so many days before a fee will be incurred. Point being, Bring the game to steam to make money, or your own site, not somewhere where gaming is free.


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katxuneikatxunei

Rated 2 / 5 stars

~Speaking in behalf of the mass with hopes of eradicating disputes (I might also be practicing my right to freedom of expression ty)

Everyone has perspectives and we are obliged according to law to respect those varieties from whichever point it is seen.
An analysis as follows is that in the developers perspective, In order to earn for their services, they strategized an unlikely and as seen, a rather unaccepted manner of business administering as to being If we further ponder upon this, given that this unlikely manner of profiting will proceed and ratings decrease, complains increase and earnings remain at 0%, It will most likely not progress, that is mainly because the basis of sales on a certain product/service is the mass, its trend,its support and its acceptability.
Tell me then, pertaining these services and their unreasonable offerings, Are you willing to pay the price of an item at full knowing it is just to be rendered for a day? At worst case scenario wherein your resistance to identify convenience fails, and you resort to doing so, Who then is pitiful in the end? I thought so.
Therefore, it is indeed understandable that there are rare ones who believe in and that is a noble intention, but what is not to be ignored is this knowledge on the matters of turning the tables around and supporting it with opinionated statements, what is unfair, remains unfair, and general unacceptability is beyond control over limpidly poor services.

Regarding gameplay though it is indeed worthy of a single-purchase grant and yet the overall concern is that the flow and fashion of payment is beyond ridiculous.



doomrexdoomrex

Rated 2 / 5 stars

While it's a great concept, the game is a little bit too hard. My stock was empty almost all the time, my workers couldn't keep up with the customer's demands. Also, judging by other reviews, you need to buy the premium currency, which is just AWFUL for a free to play flash game.


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