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Reviews for "Running Warrior"

The game has an interesting concept, but is far too difficult. There is no left/right control, so if you jump a half second too early or too late, it's checkmate. I eventually got 2 feathers as priest, but I couldn't avoid the pits enough times. For a game without horizontal control, jumping must be easier, or penalties for falling needs to be less.

Starting the game over after each death is infuriating, but can be mitigated if the game is either short or easy. However, it's neither, as reaching the end requires at least a good 5+mins.

You might also want to consider procedurally generating your levels as many similar games do. It would increase replayability by a lot.

There's also an uncommon bug where you lose all ability to control yourself. It usually occurs when you recover from the wizard's screen flipping ability.

It's not a bad game, but I can't rate it higher if it's unbeatable (or nearly so).

I thoroughly enjoyed this! A lot of people are giving it negative reviews for its mechanics, especially about the job thing, but I liked most of the stuff about this. The jobs are a fun concept, especially since you actually called them jobs, where being a wizard and Shaolin monk are jobs. It's pretty funny. I was also amused when I would jump on a statue of the job I already had and it would say "new job!" I have a love-hate relationship with the random toughness concept as well as a love-hate relationship with the way you pulled it off. I like that the enemies are the same every time but randomly pick whether or not the enemy requires extra damage because it invokes a sense of variety and unexpectedness to the game; as a gamer I wasn't expecting to see something like that because you explored it in a relatively new way, but that was part of the appeal to those parts that everyone else is complaining about. They want to be able to pick their jobs from the upgrade menu, but they can't. And it's probably that way for a reason. It makes it more difficult to play the game and it challenges the player to stock up on the right equipment when he/she gets free shit from merchants and chests. That small amount of strategy made the game also very interesting, as you could approach the same level a number of different ways instilling different tactics with different characters and different stuff, making this an RPG to a certain extent. One of the best parts was the enemies. Typically, invisible enemies leave a mark or have an outline or something, but rather than that, you have them disappear, forcing the character to memorize where they were so he doesn't get hurt. Those and the piranha plants, because let's face it: that's what they were. The only part that I thought was unnecessary was the stamina/health bar. In Metal Gear Solid 3, the stamina bar and health bar are separate, but healing does rely on stamina. In this one, your stamina lowers just by walking, which, since certain circumstances within the game can lead to utterly hopeless points of conflict in which your character will almost certainly die, is just a little frustrating. But, like I said, that's part of the appeal. You came up with these pretty good and original ideas for the mechanics in your game and despite them being abnormal and difficult to understand, you went with them anyway. And you delivered said abnormal and difficult to understand mechanics in interesting and new ways that made for fun and challenging gameplay. The Ghost In The Shell: Stand Alone Complex game for PlayStation 2 is pretty much just awful, but it has mechanics all its own (We're talking bizarre and freakishly creative on a whole other level) and just being forced to deal with something you aren't used to like that and get good at it is a real challenge, and more importantly, it's fun. That is what you have done here, you have created a whole other kind of game with gameplay and delivery the likes of which we have never seen and like all experiments, some things went wrong. But I commend you good sir or madame for your tenacity to do something a lot of people wound up not liking despite its awesomness, your creativity for building something that is both hard to master and fun to play and your ability to do so on the internet, a place where most games are pretty much the same sorts of things rehashed over and over again. Congratulations!

Classic run and jump, with classes (the archer SUCKS NUT btw) and obstacles ranging from bats to skeletons (that's how far I am)... it's difficult, and when you suddenly realize how to change classes, it starts to get a little easier. Nonetheless, add a class-change option in the Upgrade screen please.

I really want to like it, it has a simple concept and goal. But being stuck with a class after dying coupled with the gracious range to change classes at statues and not being able to switch classes after death made it a bit annoying. Also, no checkpoints, the archer's primary attack using coins, and the hit-or-miss nature of certain jumps made it difficult to traverse and level up. Finally, why are there certain areas where you cant avoid taking damage because the enemies are apparently too powerful? For example in the first level there's this spot with a slime and a bat on two different heights and coins next to slime. If i try to avoid either I end up in the pit. If I take a hit as archer /knight there's a chance I won't make it to a merchant or a chest with a stamina restoring item. Again, I really want to like this game and complete it, but the many deaths and attempts caused me to give up I-don't-know-how-far into the second level.

Game is very slow, it frustrating when you die, and you really need to fix the attack cause I can clearly see that sometimes my sword hits the enemies but doesnt kill them -.- but the game is addicting so you've made it fun