I'll throw this one out as a potential fun idea but no need to be considered part of the contest (just something fun I'd hope you eventually add): Clinging Vines: This is a vine (might draw it like a green tentacle coming out of the ground) It will show up in groups, like rats, with the key difference that, being plants, they don't move from where they're initially spawned. While not that tough healthwise, their main claim to fame is entangling and then slowly strangling the adjacent hero held fast in their grip. The idea here being they'd be great obstacles since, again while not that tough individually, having to kill those that have entangled you before being able to freely move again will make you easy pickings for other dungeon inhabitants (might even give other beasties a backstab like extra damage against you while entangled). So even if you don't take this idea precisely I'd love to see more creatures that mess with your movement through the dungeon more than merely damaging you (aka the gypsies). Perhaps as a perk for dealing with them they can occasionally drop a medicinal herb (be that minor healing, an antidote, or what have you, I'll leave up to the devs to decide).
Wow, it would be interesting to see people's submissions here. Then again, we don't wanna risk ideas getting copied Perhaps I can submit an entry within the week... been really busy with work these past two weeks!
I just downloaded the 1.04 update. I've honestly never had problems with stability, but it certainly feels smoother. I haven't played long enough to get a feel for the new balancing, but I like wooden sword as a starting weapon for the Crusader.
Yup the 1.04 update is out, complete with a bunch of fixes. Also, the Gingerbread Man should help with food a little (let us know) and the Wood Sword is an interesting early game weapon choice, but mainly there to make Daggers more of a find. -Keith
First impressions of 1.0.4: -User names are back! -The gingerbread man is amazing. I feel really sad though, because he runs away from me and I need his delicious head. There is a minor typo on the description - it says "enegry" instead of "energy". It's interesting that you chose to have it give 20 mp as well as the 35 food. -The wooden sword should be nerfed some- it does 4-9 damage with 110% accuracy. The dagger does 5-8 and has 95% accuracy. Please make the wooden sword weaker to make daggers and other weapon finds worth it. -Still have issues with disappearing tiles -Still have disappearing stacks - i lost seven throwing daggers that way :*( -Still have unexplained pauses in combat when Gold Genie is in lamp. -After throwing it, the wooden sword turns into a blank icon on the ground (which still sparkles, which is how I found it). In your inventory, it is also blank- and you can't equip it anymore, only throw. I posted this bug on the 100Rogues forums also. more as i continue playing!
Daggers are already much stronger because they have a very good Chance to crit with normal hits and backstabs
Yeah I like your idea In effect, it's gonna be like a hindering terrain that sprouts out of nowhere, and a deadly one. Imagine encountering a handful of these things... epic. It's a game factor that's probably gonna force a player to make critical decisions every now and then. I'd probably withdraw and try to find a detour as soon as I encounter one, knowing more lay hidden somewhere near. I can already feel the excitement there! In addition to LG's idea, what about a source? Let's say some sorta stationary plant monster type that will keep spawning a maximum of X amount "deadly vines" every X seconds. It will cover a certain area (for example a 5-7 tile radius) where the vines can randomly spawn. If you take the source out, the vines permanently disappear yesss! downloading!
It amazes me that after 4 updates there are still so many bugs. I guess it's time to delete this from my wish list.....
ok, now the the movement is fast enough to enjoy the game! there are still some bugs, already experienced how hero stopped to respond to actions then game over for no reason. and next game had only music without sound effects. But still with speed improvement the game is much more better now.
Just donwloaded! I read about speed improvement and that's a good thing and obviously...Welcome to the Gingerbread Man! Keep up the good work guys!
v1.0.4 still has some bugs some of which are, Can't use the net when you have a range weapon and unexplainable crash which resets the floor and items that you have at when you begin the floor. Speed seems to have improved since the last update. Since no one could still beat the final boss might I suggest a new scoring point on how much damage they dealt to the final boss since it gives incentive to go and take a shot at him and not wander around the dungeon's 4th floor just to kill some monsters to rack up some points till you starve to death.
That is a very good idea actually! The game is about improving score. There should be an incentive to go to the final boss instead of grinding on the last floor till death!
Glad to hear so much good feedback about 1.04! We're hard at work on 1.05, but I should give advanced warning that with *everyone* submitting 1.04 updates to Apple, it might take a while to get through the review process again soon. The upshot is that it'll be a larger update overall. Oh, and within 24 hours I already saw four and five hundred thousand point scores on the server. While we're still on the order of thousands of scores rather than tens of thousands I'm going to be wiping the server daily to prevent too many bogus scores from being up at a time. I suspect people have found a way to abuse the 'Post Scores' button to submit scores from old versions, which I'd thought I'd prevented but appears there's a loophole. I'm still in contact with the cocoslive admin trying to find a long-term solution, but hopefully this helps in the meantime.
Err... yes. As great as this update is, I believe we were the only developers to submit the 100 Rogues 1.04 update.
1.04 is stable on iOS 4.0 Hadn't seen it posted yet, but if anyone using iOS 4.0 had given up on the game, I would give it another shot with 1.04! I've played several games now and I haven't seen any crashes yet. -VK
Sleep much? But, nah, you folk are an inspiration and now devs will chuck their current rev numbers and go with v1.04! So as I see it the current issues I know of (at least): -Item stacks disappearing and or not staying grouped together (although I already have a stack of rocks, new ones I pick up sometimes start in a new entry). -Training Sword not able to exist outside of your inventory (they're invisible on the ground and caused my game to crash when I tried tossing one). Other than that the game seems really pretty stable at the moment. Oh, an idea that doesn't quite fit the new monster contest that you may want to add to your eventual list. Powered Armor (in a distinctive Steam Punk manner, of course): You put on this armor and it has some great protection, even gives the player a bit of a strength boost. Unlike normal armor, however, it can't go into your inventory, it's a bit more like a vehicle, I guess. When you take it off it stays in the space you disembarked from it. It does, however, have some problems, much like anything developed by the Warhammer Orks/Goblins. The more you use it in combat the more likely it will go into an overheating/explosive nosedive! When it gets to this point you'll begin taking continuous (although at first minor heat damage) as well as slowing down. At first you'll only move slowly (half speed) but after a few turns of this, it will no longer move at all (and now doing more significant heat damage to the player) forcing you, the player, to abandon it and run before it blows up damaging you and any beasties too close when this happens. I'd say this is something the Crusader can use but with difficulty (occasionally it will ignore your order to attack or move, causing you to lose a turn or perhaps move in a random direction) and way too heavy duty for a Fairy. Perhaps it too should require the Heavy Gear skill? The only ones that can use this well, with a much lower chance of system failure would, of course, be the as of yet non-existent Dwarven/Orkish Engineer class you might eventually add. So how's is that for an information overload? Please file as appropriate and, again, use any bits from my rant that could work within the game's current framework.
As I've said before in this thread, many of the bugs remaining are completely minor, non-gamebreaking ones. The fact that I'm not complaining about anything else just shows how much I love this game.