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Nov 13, 2012 | 7:57 AM EST

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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


links5095links5095

Rated 4 / 5 stars December 2, 2013

Pretty fun. My main problem with this game is that none of the stats are explained, and even if I go to the 'guide' page, a lot of them are still ambiguous. Take Fame for example, what effect does it actually have on the gameplay? the guide simply says 'Fame Award - Increases the amount of fame you are awarded from events.' Which is totally useless information. I tried making a character that only used fame gear and I couldn't quite figure out if it did anything at all. Also how does armour actually function mathematically? Is it a flat reduction to damage taken of the amount of protection I have? The guide is ambiguous on this point as well. Dodge supposedly increases my chance to evade an attack, but there is no indication that I've evaded an attack through dodge, or if the enemy simply missed. Or is it that the dodge stat reduces the enemies chance to hit? Again, ambiguous. I guess the main point I'm trying to make here is that there should be an in depth description of how each skill functions -In game-. The guide should provide tips as to what skills are most effective in what situations, how to train skills efficiently, etc. It should not contain fundamental game mechanics.

The quests with one or two dungeon layers were fine, but the main quests where you need to slog through 10 layers of tediously killing the same enemies over and over was a bit much. I got up to the one where there was 12 dungeon layers and quit the game there because I simply couldn't be bothered. I would suggest having a sub boss in the middle of the layers, and a final boss at the end (possibly guarding a number of red chests, or a new chest that's superior to red chests, possibly containing multiple unique items). These bosses couldn't be bypassed by breaking furniture or using magic. Also, I'd suggest having optional side areas in these long quests, with much more powerful enemies but with more loot. That, and just make these quest dungeons shorter in general, with stronger enemies if you have to.

Other than that, I experienced a fair bit of lag traveling through dungeons, particularly when picking up crafting items and gold off the floor. I couldn't find a quality option but it would be a nice addition to the next game.


People find this review helpful!

sacul00123sacul00123

Rated 5 / 5 stars August 23, 2013

awesome game though the artifacts could look more unique versus making them just look like a common weapon.



DrakezzDrakezz

Rated 5 / 5 stars June 24, 2013

bit laggy but awesome game when will be there chapter 4?



RizconRizcon

Rated 2 / 5 stars May 15, 2013

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.


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