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Arkandian Explorer

Score:
rated 4.39 / 5 stars
Views:
9,771 Views
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Genre:
Adventure - RPG
Tags:
undefined
protector
arkandia

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Credits & Info

Uploaded
Nov 13, 2012 | 7:57 AM EST
File Info
Game
5.4 mb

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Author Comments

Tons of new dungeons and battles await along with all new loot and spells, explore the deepest darkest dungeons yet while searching for new furniture to swipe to decorate your own house. Create your own custom made magical items using the enchanting skill or seek out legendary artifacts.

Chapter III includes numerous player requested features such as drastically improved performance, Auto-combat, Storehouse sorting, in-dungeon spell casting, shop buy-back and many, many additons designed to improve your playing experience.

Reviews


RizconRizcon

Rated 2 / 5 stars 1 month ago

Not so great..
You will keep missing.



JojiroJojiro

Rated 3 / 5 stars May 2, 2013

If anything, this got worse due to an odd feeling of imbalance, and dungeon design being incredibly boring to mull through.

Regarding Skills:
-Remove "scavenging" unless it actually does something - I can't tell that it does.

Regarding Statistics:
-Add %Game Completed or some metric that can tell this.
-Have descriptions for reputations as well as a listing of previous reputations, that people can read.

Regarding Menus:
-Have a better backdrop for the menus than just your character and some hills.
-"Storehouse" was much more thinking is And or would make more sense for

Regarding Barracks and Teambuilding:
-Attack details should cover whether something is area effect or not
-Allow scrolling between team members in the barracks while equipping for efficiency

Regarding Shopping:
-Have shopkeeper quests for certain items.
-Have limited items or limited time items

Regarding Wiki:
-Have it exist

Regarding Motion:
-Have various motion speed options in dungeons
-Hotkeys on the main map would be appreciated so I don't have to click 'Head Down'
should be
-You could learn a thing or two from roguelikes and puzzlers. Have some overworld puzzles: it could be something as simple as a switch to a locked door, a key, what have you. Have traps and different floor tile types too. Currently the game is really boring on the exploration front.
-Dungeons with disappearing stairs after going down may have been done on purpose, but seems a bit odd.
-An 8-floor dungeon is way too deep and long. The key to dungeon design is DESIGN, not length.

Regarding Combat:
-Enemies should not all be humanoid in shape
-Some enemies should resist a set of attacks very differently
-Highlight the person whose turn it is for the tactics combat. I know the movement centers on the person, but as the map gets more enemies and people on it, it is *slightly* harder to tell what is going on.
-You shouldn't be able to drain health/mana that isn't there
-After selecting there should be a cancel option in the tactics session of the combat, in case it was a misclick.
-I think Mana Drain drains health while the enemy has mana or something strange like that

Just...a lot is awkward with the game. I got a few crashes while I was in my 'house', building with walls was very bizarre and the home improvement idea definitely fell flat. There was a reason you removed it in the second game, bringing it back with needlessly complex and awkward mechanics is a detriment, not an improvement.

Balance was significantly worse, as I found myself going straight from level 1 to level 3 dungeons more or less effortlessly. The map ended up being cluttered. There is no feeling of plot movement any more. The dialogues from before were annoying, but useful to show development. You should have improved them, not removed them.

You sped up battle, which is nice, but now it looks unnatural when the chest comes down, like you just sped up the animation instead of making a new, smooth one. Sped up animations always look sloppy.

I think, in summary, I'd say Crusade was an overambitious but high-potential game, Revenant was a fantastic sequel, and this is a flop of a third game.

I'd really be interested in working with you on a game of this style, or even whatever the next Arkandian game is. But if you look at the player numbers across the series, they are rapidly dwindling. I think it may be time for either a new plotline in the same universe, or a new series altogether.


People find this review helpful!

HelenYHelenY

Rated 0 / 5 stars April 19, 2013

I'm sure this game would be excellent if the controls weren't so sticky. I'm using IE, and this is the only game I've had problems with, but the dungeons seem to choose a direction and push me that way regardless of which buttons I press. It looked promising but I just cannot play it.



ZacharySClooneyZacharySClooney

Rated 4.5 / 5 stars April 17, 2013

what the flip, no recipes, tailering pro



eff0rteff0rt

Rated 0.5 / 5 stars November 15, 2012

90% chance to hit, miss 10 times in a row, and when I do hit it does 2 damage

if I wanted to play Xcom, I would go play Xcom, what's there is mostly good, but the ridiculous RNG in the combat kind of kills it all