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Swords and Potions

Score:
rated 3.23 / 5 stars
Views:
890,522 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


rakkulrakkul

Rated 2 / 5 stars

Fun game until you have to start waiting in between days. I don't go on Newgrounds because I want to pay for games such as this. Paying real money for 3, 7, or 14 additional days is a ripoff too. This game would be huge if the real currency factor was taken out.


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Cjones1983Cjones1983

Rated 2 / 5 stars

not a bad game gets boring fast. has alot of issues that need sorting out.
ok for a spare 5 mins thats about it.



Noxia-RevivalNoxia-Revival

Rated 2 / 5 stars

It'd be an amazing game if it was completely free and that there wouldn't be a time-limit afterwards... I don't like waiting to be able to play.


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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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