00:00
00:00
Newgrounds Background Image Theme

Fuzzrik just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Epos"

A good classical RPG

As you said yourself, it's an "old school RPG", with a classical turn-based system. It is very obvious that the game has been on its way for quite a while, judging on its overall polished feel and fairly balanced gameplay. I must note that i haven't finished the game yet, i'm currently grinding along the Barubic range. (hintusefirehint)

Using skillpoints instead of rage, adrenaline or whatever works pretty effectively. It is sometimes a bit annoying having a bunch of skillpoints at the end of a battle, and having them reset at the next, but then again, that might end being a bit of an exploit, just charging up on skillpoints before a tough battle.

As some have noted, not being able to know anything about an opponent during battle, having to guess your way through their strenghts and weaknesses might be a little minus (although some opponents were obvious). I'd like if there was a skill or signet that allowed a specific hero to give more intell on an opponent. I think that you don't hang around in one area enough to make it a good aspect; longer time in the different areas would work better with the experimentation IMO.

General nice-to-know info would be good too. It took me quite a while to figure out that name below my current AU meant which month you were in, while being on the main screen. The handling of the game was well explained, but i felt that you were just thrown a bit too quickly into the action, without enough info about the setting.

Nevertheless, the game is really enjoyable, and has a fairly unique feel to it, without looking too much like all the other RPGs out there. So i'm giving it a 5/5, and a 9/10 :)

Oh, and a minor thing i noticed: The Barubic wolves seem to have yellow eyes, but when they attack or get attacked, their eyes blinks blue. I wondered if that is on purpose, or a minor error?

And a general, well pliable info for almost all RPGs: if you can't beat something, then level up! There is no such thing as an impossible opponent in a well-made RPG!

MINTGames responds:

You bring up some excellent points and suggestions in this review. I'll do my best to address a few of them now.

The inability to carry over skill points was a bit of a must in terms of keeping things fair. When you have an easily replenished resource like that, you have to compensate by taking anything earned back from the players to keep them worth something. There are methods to start battles with multiple orbs -- through signets and talents -- but not without a good deal of effort to have that luxury.

The suggestion to delegate the access of enemy health and weakness information to a signet's attributes is probably the best resolution I've heard. There needs to be a trade-off for that sort of thing, and forcing players to make it one of their three signets is a fine trade-off. It's something we might consider moving forward.

There was a good deal of push and pull with how to handle immersion and covering explanation while keeping players from hitting the X in the corner and moving onto something else. Designing an RPG as a free-to-play game that anybody can open or close whenever they want was frankly daunting. It was a battle to be as concise as possible, all while being as deep as possible. Oftentimes, those two goals would butt heads and our final decision would naturally have its detraction. For every line of explanation or every new tutorial window, there was another opportunity for the impatient players out there to give up and move on. We don't have the investment factor that a purchased game has (there's no sense of making your experience worth the money you spent on it), and therefore our audience has nothing to lose by not playing any longer. Streamlining the game for the sake of retaining a larger portion of our audience obviously caused some drawbacks. The story wasn't nearly as deep and involving as I originally wrote it, certain gameplay mechanics were removed or simplified, and some details went generally unspoken for. I think that for the most part we accomplished our goals successfully, but there's always something we could have done better.

Anyway, thanks for playing the game and leaving us this review.

AMAZING GAME!

The gameplay is so fluid and the visual effects are really something! I like the loops for each of the signets! And to the people who think this game is too hard: READ THE FUCKING IN-GAME COMMENTS! For example, for the second boss (the worm thing) all you gotta do is douse him with WATER so that he comes out, and then your physical hits will be more effective!

BY THE WAY, I FOUND A NASTY NASTY GLITCH! :P
Turns out that if I go back to the spot where I fought Toby the Wendigo, I can fight him again, as many times I want. I ended up fighting him 3 times for XP! :D

Awesome! +mini walkthough (adding as i go)

Ok pure awesome, and yes it does remind me of Golden Sun. Which btw if you think about it, should help you along your quest. Ok mr programmer: You my friend are a genius. 2 Bosses into the game and I can start to pick up on your battle hints before getting my hands too dirty.

A tip for the wise: Read dialogue. Seriously, don't skip it. Many of the talks offer hints about enemy weaknesses and so forth.

Boss battles:
-giant crab blob: Weak v Lighting, immune v fire. This boss does a goo amount of single damage, but what you need to look out for is when it casts tsunami dealing water dmg to your whole team. If Cochran has rejuvenation, use it only when needed.
-Giant worm: This boss has 2 stages which i will call the single claw stage and the worm stage. claw stage: strong v magic, strong v phys attacks. You will first encounter the boss as a single "claw" on the ground. Do not bother attacking it with anything besides Water. Water will make the worm appear. (if you do not use water, the claw will attack you up to 6 times. Not fun...)Worm stage: strong v magic, weak v phys attacks. Once the worm is out of the sand, attack it with physical dmg only. During the worm stage it will shoot out fire balls which will do some good damage against you, but it only hits one person. The worm will go back into the ground so just rinse and repeat.

Character set up:
-Rhydol: This is my dark knight character. I basically have him use blood oath and vengeance to deal massive damage. I also have him use osmosis to transfer orbs to tradda and cochran. Stats are 2 vit 1 speed.
-Tradda: In the works really, he is the main magic dmg dealer with thunder. I do have serendipity on to refuel the mp by sacrificing orbs transferred from rhyol. stats are 1 speed, 1 vit, 1 mag
-Cochran: Dedicated healer. Enough said right? Rejuvenate is handy and all the other healing revive stuff. I however equipped cochran with serendipity first so i can refuel mp from orbs. This is a must, if you do not do this you are doomed to use up all your items very quickly.

What's up with teh tutorial?

Why do you jhave to explain every single thing in the game?
It's just like any other RPG, so you don't have to overexplain it!
the tutorial made me lose the energy to play the game...

Well done.

First, I'd like to point out to the idiot who deducted 4 points for not being able to beat the second boss, WATER BEATS GROUND HURRRRRR.

Secondly, I'd like to say you have made quite the RPG. The traveling reminds me a lot of Legend of Legaia 2, even though the traveling only has a few similarities. The music is great, and the art style is ace. It was a good challenge considering it's a flash game. 9/10.

(Sorry I gave a piss poor review, I'm tired. Love the game though :D)