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Reviews for "Running Warrior"

good graphic Bad Music Good Concept Game Too SLow its preatty annoyng

A pretty interesting game with solid mechanics and good graphics, but plagued by unnecessary gameplay complications.
There's no need for the attack button to be the same as the run button, especially when this entails losing coins to make the ranger class character run when I have no intention to attack. The fact itself that arrows cost coins would make sense if they were a particularly powerful attack, which, as far as I've been able to ascertain, they're not (they mostly hit the target when it's at such a short range that the free-of-charge knife attack is able to take care of it).
I suggest devoting the keyboard's arrow buttons to movement adjustment and adopting X and Z (or A and S, or any similarly classic button configuration) as the attack buttons.

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!

Slight spelling error on the priests 2nd to last upgrade 'you' not 'your' and the word before that. Game is great once you get into it in a quiet setting. You don't need patience for this as much as enjoyment for collecting the upgrades which really do make you go further. It's very articulate once you notice how precise everything is. This works both ways in aiding you to dodge enemies but also you miscalculating jumps.
I found the Angel Feather funny in that it drops you into pits if you're unlucky. I don't mind having to begin from the start because it is challenging but not hair tearingly painful. I find I go the furthest with the priest class if I pick it at the beginning.