Even with the initial bugs (which have been mostly fixed - no crashes for a while now) this game has gotten more play time then any of the other 150 I have on the app store. Its the only one that has stayed on my touch.
That is true, but I'd be more likely to buy a buggy game at $2 rather than the same buggy game at $5. But I guess that goes for non-buggy games as well
i think someone from development team already has said about items in games. that there is no sense to create items with different names and looks but basically with the same stats or purposes. and now there are so many new consumable items?
I don't want to give away exactly what they do, but 5 of them belong to a new class of item altogether (as qualitatively different as an Enchant Armor is from a Health Potion). Two of them belong to another class of item that has already existed, but provide very different strategic options for the player from other items in this class of item. The eighth is variation on an existing item that provides necessary balance functions. The last one is a Wizard-only item that also provides a function that no other item has given before. So, hopefully you agree that these provide unique strategic advantages and aren't just slapped-together clones of other items.
OK, we've pushed to Apple. Stuff that's gotten done that wasn't in my earlier post: UI Tweaks Main Menu can be accessed from difficulty selection prompt by touching outside of the difficulty buttons Balance Changes: Wand now deals damage based on current energy Bug Fixes: Ranged Attack Projectiles are now properly updated when switching between throwing items, and shooting different ranged weapons New High Scores will now read "Defeated Genie" and "Defeated Satan" for the appropriate accomplishment.
Oh nice, but nothing additional like, "and was not at all nice to skellies, really showed some rats a bad time, etc."? I mean, jeez, all you ever hear about is so and so defeated Satan or vanquished the Genie but what respect do the little guys get, hmmm? (I'm not at all well today...it's a bit warm here)
Just catching up on this thread. I've had this game on my wish list for a long time and this got me to purchase the game. Thank you for the universal update! Now I just have to wait for the new version to get approved by Apple so I can play it on the iPad instead of the dinky little iPhone 4 screen. While the iPhone 4 has a gorgeous screen and all, I much prefer most games on the iPad when they take advantage of the extra screen real estate. Much easier to click on things, see more, etc. Universal just makes it even better so I can still fall back to the iPhone as my second choice when I find myself without the iPad handy.
That'll be included after they announce the winners of the Design A Monster Contest! "Defeated Satan as well as kicked the snot out of {winning_monster_name} who we thought would be a real bad ass, but was no match for the player..."
I agree completely. This is one of my very favorite iPhone games and I have a lot of them... I haven't had a crash in a few releases. And I've certainly never regretted paying less than the price of a McDonalds meal for this great game!
An entirely understandable assumption. The word 'consumable' doesn't make sense until you understand it, and then it makes perfect sense. This is, of course, not only impossible but clearly insane. I suspect there will be more food items down the road, but it will be an espresso that grants energy but saps accuracy, or something that poisons and boosts strength, etc. If it's not interesting, why bother?
I'm a HUGE fan of "Neutral" items, i.e. not clearly good or bad since they're actually a little of both. To potentially useful to simply pass on, but packing a big enough of an annoying side-effect they'll make you think twice before using.
Exactly. Especially in the case of something like food, if we had candy, strawberries, steak, etc., which all just provided different belly restoration, using them would feel like a boring upkeep task rather than a tradeoff with risks.
Update! We're in review! So, history tells us the update will be live anywhere between 7 PM tonight and next tuesday. >_>
1.03 wen into review on a Friday and didn't release until the following Tuesday. Hopefully this version doesn't take any longer, although it is possible; with this being our first Universal App submission, it might have to go through some more red tape.