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Reviews for "Rogue Fable II"

Auto explore, level maneuver through the minimap, same equip = equip +1(*), branched maps which keeps replays interesting, cool artifacts like telepathy, DnD-like god worshiping, environment reactions (limited but well made), so many fun things/nice design put together, well done!

*:But as AllenChan below mentioned, it is bugged.

BUT:
1.Why can't I sell things to the merchant? In some runs I got so many darts and extra equips I really'd rather just dump them.
2.Why can't the mushrooms serve as food? There are also instances where I got so many mushrooms, but I could hardly find a pork chop.
3.How exactly do you level up? It seems sometimes I pick up money or items and I level up. I'm confused.
4.Only by accident did I realized detailed status effect descriptions will be shown if you move your mouse over the status text at the top left. Consider this Not a good UI design.

On a similar note, isn't "Spell Damage" a bit ambiguous? I know I can check the result at the stat summary, but just reading "Spell Damage" does not give enough information on first sight (Is it Take spell damage or Deal spell damage?)

5.This probably is going to be mentioned by only so few of us: Why did you cancel the Ice Mage class? Too powerful or sth? Hmm...Freeze and Freezing Wind sure are cool (Not going to reveal how I find that here but I am using it in-game heehee.)

6.Are you sure it is possible for all classes to finish within 45 minutes? Even with "a certain help" (ahem) my single run time still went beyond an hour. 45 minutes in such a setting where rushing will easily get you killed just feels impractical. Of course if you or sb in your test team did manage it, well, consider this irrelevant, I am an absolute noob when it comes to Roguelikes.

Wouldn't it be nice IF:
1.Rogues have some more skills? (Pick lock? Bombs? Traps?)
I understand he is just not set up with combat nor exploration in mind, it could be interesting. For now it looks like the only way to play is go completely stealth.
2.There are some other extra environment interactions?
Bombs destroying walls/locked doors, showing hidden rooms?
Forming strategic bottlenecks (from the debris it creates)?
3.Teleport's "Any visible tlie" actually mean "Any tile you've already explored", not just "The tile your sight can reach" ? (Jumping a few tiles away from a swarm of enemies doesn't make much difference in most cases...)

That's all I can think of for the moment.

Great game!

Very good addictive game! Played it like for a few days (and didn't win once)
It really should have something like warning, when you are trying to start a new game, but already has a save with the old one.

Finally beat it after countless tries. Brutally difficult, especially the ice area. Luck > Skill. Storm Mage is the best by far. Warrior can't deal with maggots. Period. Even if he can one shot them a corpse will spawn them faster than he can kill them and he gets tickled to death. Rogue/Ranger also get overwhelmed. Necro/Fire could probably be viable, but Storm is superior.

wow!! i spent an unholy amount of hours on this game before I finally beat it with all characters. it's my second favorite rouge-like on NewGrounds with the first being Red Rogue. I give it a 9/10 because there's a lack of a storyline, and the music/sound and artwork is fitting but nothing innovative. that aside, a myriad of items, attacks, enemies, stats, and fun generated levels to keep you interested through each playthrough. here's my strategy that works for all characters: collect items and gather as much XP as you can during levels 1-12, afterwards, make a run for the exits. when possible, enchant your main weapon, scrolls are the most valuable item that you can acquire and spend your XP on the poison cloud and/or thunder clap, life spike, fire ball or lighting bolt or piercing dart, power strike, and rage before other skills.

Very good game, kind of reminds me of desktop dungeons.