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Reviews for "Rogue Fable II"

Way to ease on necromancer, and only good idea to invest in late game is to fire resist. Poison cloud is way too powerfull with when I get that skill it was like insta win, combo of STARTING life spike (way too powerfull) cannibalism and poison cloud is ease way to win that game. I had only problem on end because didn't had much of fire resist and needed to cheese it with out of sight cloud kill.

Rest of classes is way harder especially warrior, lack of any way to get out of range and range kills even big damage is brutal.

Overall I liked it, first try on necromancer get me to the end but anyother class is hard to do, even with that absurd amount of healing stuff

More info on how sneak works and bigger damage bonus for sneak(physicall) attack would be great.

JustinWang123 responds:

I'm surprised you think the warrior is harder. I generally find that one to be the easiest. Necromancer and warrior are definitely supposed to be the easier of the classes though. I'm OK with the classes having varying difficulty levels.

Rogue might need a bit of a boost. I'm thinking of replacing sleeping dart with a sort of sleeping grenade that knocks out enemies in a small radius. I'm also thinking of doing something like having your stealth skill add to the amount of critical damage you deal to unaware enemies with a melee weapon to simulate the rogue sneak attacking.

Thanks for the feedback!

Absolutely AWESOME !

JustinWang123 responds:

Thank you!

No matter HOW frustrated near rage quit I get with this game I STILL love it...not many games can do exactly that and STILL get me wanting more 10/10 keep up the wonderfully INGENIOUS work!

JustinWang123 responds:

Thank you!

You better be careful, you're dangerously close to descending the dark path of the roguelike. We're going to find you 3 weeks from now doing NetHack runs without ever wielding a weapon or some such craziness.

Great little game you have here!
Im a big fan of rogue likes and this game certainly scratched that itch.

I would consider this rogue a little harder than your modern rogue likes, and this is for a few reasons.

1. leveling barely makes a significant dent in terms of your characters ability. 5%- 10% increase in damage? while plausibly significant the fact that gear specific to your class drops so rarely that it is more or less your primary way or increasing DPS throughout the game...its just too slow to save you once your hit stages 4-5 where enemies have 20+ health. the player can maybe handle that one at a time..but rarely will they be give the space to do so.

2. The fact stamina/mana does not recharge..makes it a very rare resource that one cannot constantly rely on. mages might have incredibly powerful moves but the fact they can only be used in niche situations makes them less of a "in case of emergancy" move and more, "im lucky these monsters lined up the way they did". in one run as fire mage I had a crappy staff and a few good swords so I was forced to rely on fireball for almost every kill in the later levels...obviously my resources buckled eventually.

3. Im not sure if this is intentional but entering a new floor past floor 2 seems to spawn you in the middle of a room surrounded by enemies. it takes nearly all the resources you have to get through it. if you dont have the resources to blast/tank through 5-6 enemies at the same time...you just die. this occurs every subsequent floor.

4. there is no way of increasing player speed that I am aware of...I notice you can outrun some enemies but most of the time...you just have to tank the damage if you find yourself in an awkward position.

5. A hunger meter and re spawning enemies is rough. it discourages the player to spend too much time exploring and enemies dont give enough experience to really justify sticking around...however if the player if back tracking to a health or energy pool to prepare for the following floor and then they run into a strong enemy or two it can really hurt. not sure what these mechanics add to the game.

Suggestions
1. critical attacks on unaware enemies dont seem to do that much. its rare you will have a ranged weapon strong enough to do significant damage but with melee characters, its much harder to sneak up on enemies to strike them. maybe make criticals to 3x or 5x base damage instead of x2 or make it easier to do critical?
2. perhaps to sort out the slow DPS increase make more gear drop? I had a million darts that usually missed but I dont think I every ran into a single staff through my play throughs.

I found this quite hard (although thats not to say I didnt still love it! ^_^) I look forward to any future polish you might add

JustinWang123 responds:

Thanks for all the feedback!

I basically agree with all your points though I'd argue that's where the challenge comes from. The game is significantly shorter than the major roguelikes so I feel like that balances out the difficulty somewhat.

I was trying to compress all of those 'critical moments' you come across in say a 10 hour game of DCSS into a short one hour game so that every fight is reasonably meaningful.

There are in fact speed boosting items in the game, a ring and boots, but they are rare.

Food is one of those things I went back and forth on. Generally I've tried to balance it so that its not a problem unless your trying to grind enemies on a level. Its there to encourage the player to keep diving. Merchants have guaranteed food to offset any bullshit in the random number generator.

I'm planning at least for the rogue to have their stealth skill boost the amount of damage they do with melee weapons when making a sneak attack so this may address your first suggestion.

I've personally never had much of a problem with the DPS your describing, so I'll have to wait for more people to comment if they have the same issue.

Thanks again for all your feedback, will definitely take it all into consideration for future updates and balancing.

5/5 Very addictive. Buuuut…I can't upgrade ice spells after reading the blue tome with fire mage.
Thanks!!

JustinWang123 responds:

Thanks for the review!

The ice mage was originally one of the base classes but I removed him at the last minute as his spells just didn't seem quite as useful as the other 5.

The tome is still in there for variety sake, and both freeze and freezing wind are quite useful even without boosting the damage. I'm leaving that 6th character slot open for now so that when I think up a more interesting 6th class or find some way to improve ice magic I can fill it.