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Reviews for "Runestone Arena"

This is actually pretty fun!

The combat system reminds me of, well, every turn based ever.
but it's still pretty fun!

GG, seriously.

Money?

You dont get the 1000 gold you say you get and your not gettin all of your match winnings?

w00t!

i thought this was a great game with some tweaks and improvements it would be truly excellent. i thought the difficulty was perfect i mean you actually lose some matches instead of just plowing through everyone you face. i think making the spells different or more useful would be nice since i didnt use them at all because i found them to be underpowered. Great game though id love to see a sequal

awesome

this game is very good but don't have so many weapons or armor
why you don't do a second game

Hate the luck factor

-Really hated how luck played a big factor in each battle!
1.Criticals. I don't know if I'm unlucky or the enemies seem to have a really high crit rate. Even though its only x2 damage, if you're lucky enough to get a critical with max base and weapon damage, it can REALLY change the tide of battle (got killed in a single hit).
2.Spell success rate. Dammit even spells have a chance to fail? Even magic missiles with a 80% success rate still fails kinda often, especially at critical moments when you need it the most (starting to wonder if I'm cursed), imagine scorching beam with only a 40% success rate!
3.Evasion. Even though I had a hit rate well over 100%, I still kept missing hit after hit against enemies with dodge rates as low as nearly 10% (warriors). I'm starting to think that the game hates me zz

So, I'm wondering if this is a issue only faced by me..if not, I hope it'll be less luck based and more stat/equip/skill reliant.

-Also as suggested before by others an inventory where you could transfer equipments between characters or sell them for extra gold would be a good improvement. Another suggestion would be a display of a description of the equipment in the status page when the mouse is hovered over it, so you don't have to keep checking the shop when calculating damage, speed and stuff. Allowing you to compare your existing equipment with the one currently bought when choosing who to give it to, such as displaying any increase/decrease in stats, would be another great improvement.

-I loved how the trees in the map played a tactical role in battle (although again depended abit on luck since the position of trees are randomized). Strategic positions prevents your enemies from surrounding and trapping your characters movement while positioning and aligning your characters against your enemies allows an extra advantage when it comes to knockbacks. Would love to see more environmental effects. Maybe water(uncrossable), cliffs(allows 1-way movement), potholes(traps for a turn) or grass(slows movement). Well these are just suggestions, anyway great use of the tress!

-Stats were quite easily understandable. I personally prefer customization, that's why even when I just started, I picked to select my own team instead of a 'Ready Made Team' even though I knew absolutely nothing about the game. Normally I'd prefer to add my own stats when my characters leveled up, but in this case it would've ruined the whole "gladiator hiring" theme and be no different from a normal rpg. A good decision is therefore made by selecting the right gladiator to hire and watch as it grows, not by adding the right stats.

-The recommendation for talents seem to be based on total/overall stats, which isn't always the best choice since most of the time they are all-rounded with quite evenly distributed stats, which isn't always worth their high cost since you don't need that extra magic on warriors, or extra hp or armor on ranged gladiators if you have a decent tank. Speed is always a bonus though :)