hey
please make more, this game is very addictive
hey
please make more, this game is very addictive
awsome
cool game man but i have some ideas like make one where you can:
hold more items
be able to make magic items and find magic gems to make the magic items that would be cool
anyway awsome game man
nice game
very addicting i liked it could not stop playing keep up the good work
Great game, can't stop...
But I need to stop dreadfather campaign soon...all i want to know is, exactly how many legendary can I look out for? I have like 100% exploration and victory rate, including the dreadfather, and the first 3 legendaries. What I want to know is, how many legendaries are there altogether?
Fantastic, fantastic, fantastic!!!
I was hugely addicted to the original Monsters' Den, and this game improves on it in almost every way! Everything's been expanded, refined, and tweaked to create a much more enjoyable experience. The shop is awesome -- it's incredibly useful to be able to pick and choose your armor and weapons, instead of being at the whim of random drops. I also like how you addressed complaints of the original game getting too repetitive, by adding little special events (like the wounded soldier or the exiled monster), as well as adding the "Legendary Monster" battles and changing the "Combined" levels to make you fight 2 bosses at once. The increased variety is definitely welcome!
I do have a few pieces of constructive criticism, however:
1) This is something many other people have said already, but I'll say it again anyway -- MAKE THE PORTAL SCROLL DROP MORE OFTEN!!! As it stands, every single time my inventory fills up, I have to wait, and wait, and WAIT, until the Portal Scroll finally drops, while deleting item after item in the meantime. You should really make the Scroll appear more frequently.
2) In the new Dreadfather campaign, one of the two items dropped by the final boss is a book that hugely boosts Intellect, which means it was obviously intended for a magic user. The problem is, it's an Offhand item, which means my Mage can't use it with a staff weapon! It basically FORCES the Mage to use a sword instead, which I really don't want to do. Same with the Conjurer. The only class that could feasibly use the book with his standard weapon (and who would actually benefit from it) is the Cleric, but then he's forced to give up his Tower Shield. So any way you slice it, I found the book to be completely useless -- and as a prize dropped by the final boss of the campaign, that really sucks.
3) Regarding the 2 new classes, I'm half-and-half. The Barbarian rocks -- a great combination of the Warrior's power and the Rogue's speed (although I still prefer the Warrior for my main melee fighter). The Conjurer, on the other hand, I didn't find all that useful. His only two summons that can actually fight well are the Direwolf and the Wargolem, and both of them need to be in the front row. Plus, the tip for the Wargolem ("good for forming a defensive wall") is totally useless -- you can only do that if all your main characters are in the back row, and I doubt anyone will ever want that arrangement. It WAS kinda cool to be able to instantly banish enemy summons, but beyond that I didn't much care for him.
4) In the original game, you had the Sacred Vestments, a Cleric-only robe that was LIGHT armor. I always thought it was ridiculous to expect him to give up the protection of heavy armor just for an Intellect boost. And now in this game, not only is the robe still there, but you added MORE pieces to the set! The only use I can think of for these items is if you want your Cleric to ONLY do healing, and forget about combat altogether.