But the bag would still be a bag, just with a black background. That would present your bag even more beautifully.
The problem is that it wouldn't. I know what you guys mean with the black background - it would be like a bag floating in itself on your desktop -, but it wouldn't be unique as an icon among your average game icons (swords and shields and boobs and lots of darkness - you know the same old unimaginative "app noise"). Not to mention the app store - when I see the white icon on itunes, it just stands out. Please leave it as it is.
It would be unique, since just a handfull of games are leaving that square shape behind. But anyway, this game needs a lot of other improvements before thinking about the icon. Hopefully, the update arrives soon.
If someone has already mentioned this, sorry. There appears to be a bug with integration with the iTunes part of the iPhone at least on the 3G (not 3GS). If I am listening to my own music and start up the app and do not have a saved game, right after class selection my music turns off and the game music turns on. Once the new character arrives in the dungeon, I have to exit the game and go back into iTunes to start my music again. But here is the weird part, I was listening to a playlist on shuffle (always) of hundreds of artists, but somehow I am now listening to that same playlist but in order with the artist I was listening to when the game turned the music off and no longer shuffle. I hope that is clear, it is hard to explain. It seems to make the iTunes forget it was on shuffle. Now, if I turn shuffle back on, and go back in the game all is fine. And if I have to turn the game off and then go back and play that same game some more later, it is fine. It is only when starting a new game.
It's actually kind of pointless because you can't plan your character, you have to wait and see if you get the plate/tower first and then try and work your skills towards using it. So the whole while you need to lug around this stuff taking up 2 precious inventory slots, and you will most likely die before ever reaching the point of being able to use it. The whole "build your character skill tree" thing doesn't work well in a roguelike game honestly. I could go into the details but all of this has been discussed years ago by the many talented individuals who have contributed to the nethack project.
If they add a storehouse and a shop, skill trees could work well. Players need to be able to store cash and equipment they aren't using. Then they can take a look at what they have and what's available in the shop and formulate a skill tree path they want to follow.
Totally agree. I paid to be a beta tester. And I'm already burnt out on the game due to the bugs and have no desire to play until they release a real update.
Oh, you are such a glass-half-empty kind of guy! Are you really this miserable, all the time? Playing Crusader, you normally do get the first 2 skills on that tree. For starters, it makes your weapon damage that much higher, and that's an important attribute to have going into the dungeon levels. So one point set aside in the event you come across plate (which really isn't that uncommon now, is it?) is well worth the skill trade off, as it means worlds of survivability, particularly where it is needed against skellies and hard hitting bone demons.
Yes I really am this miserable and critical all the time. I could always be like the people in the "Dangerous Dave" thread calling the game fantastic when it's a shallow uninspired pile of crap, but I prefer to call it like I see it. Nothing wrong with that. To address your points, you're basically planning for the possibility of something happening which may or may not happen. There's redundancy on both sides, either having the plate before the points or having the points before the plate. This is bad game design, sorry. But there is hope, if they provide a place to store items and add a shop this will improve the game considerably.
When I tried Heavy Armaments, I started with Searing Blade, then got Faith on the next level for the dubious healing ability. I thought that if I didnt find any plates, tower shields or axes by the time I got to level 4, I would just go for the old Whack of Glory. That provided plently of time to scrounge up some loot and decide. I think I got to use my plate & axe by the time I hit Dungeon 1. Not really that bad if you plan off the cuff. I die often enough to think a risk or two on skills wont hurt a rogue or 10
It stands out because it's empty and lifeless. Just because people notice it doesn't mean they're going to want to click on it.
Hey man it's great if it works out. But the thing is it frequently doesn't, and there's no way the player can control this or even mitigate the effects. They should just make the armour/axes able to be equipped by the crusader at level 5 or whatever and drop the whole skill from the tree.
You see, it's subjective. For me it's not empty and lifeless but minimalist and elegant. Maybe a bit airy if anything. Maybe make the bag a little bigger and keep the white background.
We plan on adding both of these things very soon. No WAY! I would never, ever put "level requirements" on any items in an RPG, I think that's the worst thing you can do as a designer. However, I would consider removing the skill, and instead making there be a Strength requirement. However, there are other far more pressing issues at hand. I do think it's funny how much attention the icon has gotten; I'd say even just how much discussion it has evoked is a good indicator of its value as an icon!
Awesome! Thanks Apple for not making it take a whole week! Hope you guys have a much better experience overall.
I haven't said yet Keith, but I love the graphics and the animation. It really makes the game come alive! Bravo!