For those who are complaining about the item shop, try this strategy:
1. Upgrade your 'loot' skill tree
2. Spam advanced levels to earn items
3. Hold items in your inventory until you see a store item you want
4. Sell everything
I've noticed that the items you find with advanced loot levels are worth 40-50k, so simply having 4-5 of them on hand at any given time almost guarantees you can buy what you want!
rat combos are so hard, because 1. there are never enough rats and 2. if you can't "jump" off a rat to gain extra altitude. Rats = death by falling in a hole because you lose the ability to jump.
Hey, sorry about that! We added Link pass retrieval/resets in the 1.2 beta (which will be live in about a week). To get into the beta, click here while the game is loading (before it gets to 100%): http://i.imgur.com/7ES50zZ.png Once you're in you should be able to retrieve/reset your password from the account linking menu.
I don't understand why you have to pay currency to play missions. I could possibly deal with an energy bar, but currency? Seriously? Also, the only thing gained from those chests are junk. You can't even sell those junk items for currency. Fix that, and this game might have a chance. However, at the heart of it, even if those were fixed the game mechanics just are not interesting enough to keep my attention for more than one or two log-ins. Good luck with the game, I may check back later to see if anything's changed.
Regarding the existing comments - I concur. Also, the other improvement I would make is to allow a little more buffer between falling below the screen and dying. I think the hit-box for death should be the top of the head, not the tip of a toe. Just my 2 cents.
Unfortunately the narrative was lost by the fact that the physics engine caused me to break myself whenever I touched ... well, anything - even the triangles that tried to help me broke me. Is that intentional? Perhaps. Does it effect the game play and the experience? Certainly. Still, 4 stars for atmosphere and story.
I'd like to put in a request for a 'bulk sell' option from my inventory - maybe a toggle to switch into the 'mode', then check-mark every item to sell, then bam - sell them all. That will save some minor annoyance for inventory organization.
I've enjoyed my experience so far, and I agree that crystals seem a little expensive/unnecessary, especially with no way to earn them in-game. One observation - there is very little explanation of 'progression' for cost/benefit of choosing a class. When choosing 'fighter' (because I randomly selected to craft swords - it made sense) I all of a sudden was unable to use any of my excellent items! I am now weaker than I was at a lower level because there is no backwards-compatibility with the items. Just something to consider for future developments.
A few annoyances: no hot-key activation of power-ups (minus 1 star), no power-up to improve the magnet function of your mouse or to improve longevity of the 'cash' on the screen (minus 1 star). Other than that, not a bad power-up game.
I'm really frustrated with the upgrade system - not being able to move the room after you've created it means that I've gotten stuck with having to demolish and completely rebuild a number of times when the upgrade all of a sudden requires more space
I'm just not drawn to this game. At the heart, is it not supposed to be a card game? All I see after a few levels of playing is window dressing on a game that is not a card game, but a movie. The islands? PVP? quest system for more islands/items? tower/portals? all neat ideas. However, this game is not based upon skill - it is based upon the cards you have. Sure, every collectable card game is weighted towards those who can earn/purchase the best cards. However, there is some skill involved because when you PLAY the game, you have to make decisions. In this game, you enter, you 'attack', then you become a spectator. There is no purpose to watching the movie that is the 'card game' - the ending is completely predetermined - the player has no control. Perhaps if there was a 'hand' where you could choose the order in which cards are placed in the queue, that would add an element of skill - at least it would be control. As it stands, I have to rate this game a 2.
This game is centered on the deck building strategy entirely.
(http://www.kongregate.com/forums/147-berserk-the-cataclysm/topics/261244-no-choice-of-cards-to-play)
great concept, and a great start! Suggestion - improve the 'enter' function to enter a word. The enter key sometimes is unresponsive, and it's a bit far away to constantly be hitting. perhaps allow a different key to be used? shift perhaps? the control could be customized, just a thought. Looking forward to v.2
3 stars, because the combos are useless. There is never any indication that timing helps - you never know where you are in a combo, and if an enemy dies/moves while you're trying one it kills the attempt. Button-mashing is fun for a while, but I'm not getting carpel tunnel for this game.
There needs to be a 'reset' button to immediately retry a level instead of making us go back to the map. Also, needs to be a key to reset view back to ship instead of following a cannonball all the way to kingdom come. Otherwise, very solid.
Hey, sorry about that! We added Link pass retrieval/resets in the 1.2 beta (which will be live in about a week). To get into the beta, click here while the game is loading (before it gets to 100%): http://i.imgur.com/7ES50zZ.png Once you're in you should be able to retrieve/reset your password from the account linking menu.