This is the latest in the series of Endless games (Endless Depths, Endless Nights, Endless Depths 2). This one features a full party of 4 characters with all the familiar roguelike trappings such as random dungeons, random quests, permedeath, etc. Slightly upgraded graphics from the public domain ones I've used in the past and actualy background music that you can turn off in settings Endless Adventure RPG Daniel Nations An epic adventure featuring random quests, dungeons generated on the fly, turn-based strategic combat and parties of up … $0.99 Buy Now Watch Media DetailsAn epic adventure featuring random quests, dungeons generated on the fly, turn-based strategic combat and parties of up to four adventurers. Endless Adventure is what it's name implies: An infinite amount of replayability where each adventure is different, and with so many class combinations, it could take forever to go through them all. PLAY YOUR WAY: The multi-classing system allows you to choose from 2 to 6 classes from over 24 different choices that range from ordinary warriors, holy clerics, nature-loving druids, lightning-wielding storm mages and zombie-summoning necromancers. STRATEGIC TURN-BASED COMBAT: Surround an enemy to gain attack bonuses, stick near your comrades to boost your defense, and be aware of staying in one place too long else you might attract attention. DON'T BE AFRAID TO RUN: In true rogue-like fashion, death is permanent, but only if your friends can't bandage you in time. Not every adventure will work out, so don't be afraid to run back to the entrance. FAILURE HAS CONSEQUENCES: Not every quest will wait for your second, third or fourth attempt. Some grow harder, some are solved by other heroes, and some have direct consequences for failure. LEVELS AND ITEMS AND SKILLS OH MY! Adventure through twenty levels of multi-classing fun with hundreds of items and fun abilities like dual-wielding, ranged combat, devastating spells, summoned allies and terrain-modifying rituals like flaming walls and freezing mists. ADVENTURE YOUR WAY: It's all about personal choice from how you build your character to which quests you choose to run. Each city gets harder, and there's no going back to a previous city, so choose wisely when to move on and consider each quest before taking it on. ROGUELIKE BY DESIGN: The roots of the game are in roguelikes such as rogue, moria and omega with randomly created areas and permadeath anchoring a robust role-playing game. THE TABLETOP WITHOUT THE TABLE: Endless Adventure is designed to feel like old tabletop pen-and-paper games with limited healing translating to a strategic element in getting through a mission. EXPLORE AS YOU GO MODE: You never know what is around the corner. Instead of pre-generating the dungeon, the Explore As You Go mode generates rooms and corridors as you move through the area. * * * Acknowledgements: Many of the graphics in this game were purchased from Pioneer Valley Games. Other tilesets and graphics are from public domain or free-to-use tilesets, including tiles from the RLTiles collection and from Reiner Prokein. Some of the sounds used come from www.freesfx.co.uk, including sounds by qudobup. Background music by Vasco Grossmann. Ooze portraits by Caroline Nations. Information Seller:Daniel Nations Genre:Adventure, Role Playing Release:Apr 13, 2017 Updated:Mar 25, 2019 Version:1.22 Size:117.1 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal gemineye62 Well-Known Member Feb 16, 2010 641 0 0 #2 gemineye62, Apr 15, 2017 I think this game has a lot of potential. The combat is fun, especially the ranged spells. I like how the world builds itself as you explore, so no mater where you go, you will complete your mission. When you level up , you can change classes to learn a new skill. I am having way more fun with this than I thought I would! Thanks havlen Well-Known Member Jan 2, 2014 57 7 8 #3 havlen, Apr 17, 2017 Thanks! I actually jumped back and forth between building the whole area out before the quest started and building as you go. They both have their perks. I like how pre-building means you will hit dead ends and need to backtrack a little, but sometimes you are constantly backtracking trying to find the exit, so I built in some code in the build-as-you-go where a new area can have no exits if there are plenty of unused exits around the map. I think it achieves a nice balance between the two. Let me know if you run into any problems. currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #4 currymutton, Apr 18, 2017 What is the IAP? havlen Well-Known Member Jan 2, 2014 57 7 8 #5 havlen, Apr 19, 2017 The IAP grants access to the additional classes. The current version breaks it up into class packs (3 classes per pack) and all classes. The next version will clean it up to a base class pack (all classes at release) and a 'founder's pack' for those that don't want to ever deal with IAP in the game again. When it is released, anyone that has bought the all class pack will be on the founder's pack. It also provides +10% xp. This is my first game with IAP. I prefer the pay once scheme, but people just don't pay upfront for games anymore and I'd like to at least make enough to pay for the graphics. Ideally, it would make enough to pay for some assets for my next idea. RinoaHeartily Well-Known Member Dec 12, 2010 1,715 10 38 #6 RinoaHeartily, Apr 20, 2017 How do u move around? Your previous games IIRC used keypad? Ijipop Well-Known Member Jul 25, 2012 557 268 63 #7 Ijipop, Apr 20, 2017 Love this game!!! havlen Well-Known Member Jan 2, 2014 57 7 8 #8 havlen, Apr 20, 2017 Movement is done by tapping the screen. You'll see a movement path and you just tap again to move to the selected spot. I think it is more efficient than having a movement pad in a multi-character game where each character gets a certain number of 'moves' per round. You attack in the same general way. Tap a monster and the most frequently used abilities appear above the monster's head. Ijipop - Thanks! Ijipop Well-Known Member Jul 25, 2012 557 268 63 #9 Ijipop, Apr 20, 2017 Quick questions. What is the meaning of the red dice and the numbers on each side? And for example I can have a Warrior with 4 sub class that can each goes to lvl 5. Or I can have 4 sub class going up to 20 each? I get what the freeze do. Just wanna make sure! BillyOceansBlues Well-Known Member Mar 1, 2013 188 7 18 #10 BillyOceansBlues, Apr 20, 2017 Last edited: Apr 20, 2017 Oh what a pleasant surprise! I'd love to see a game of yours using an Oryx tileset (Tiny Dungeon would fit like a glove). Anyways, can't wait to dig in to this one. stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #11 stubbieoz, Apr 20, 2017 Okay lets clarify that a bit more. 1. The prices in the game for the extra classes are $US. Don't be shocked when you go to purchase the Founders pack for $2.99. You will actually be charged your local currency. In my case the is $4.49AUD. 2. There is also a premium currency in the game. It is called Adventure Points. Currently $0.99 will get you 50points. The best items are for sale only with Adventure Points. An example is a Minor Health Potion will set you back 15points. You can also buy a bag of 1000 gold for 25points. This is also concerning. You can train your character by purchasing skills. They range from 500 to 2000 gold. You can also buy standard equipment for gold. Number 2 is my main concern. I get an early impression that Adventure Points will be a money sync and may even be essential to properly continuing the game. Adventure points seem to be gained by doing quests but at the beginning of the game you get a dismal 3-5 Adventure Points. You can see that a lot of grinding would be needed to get the 2000 points needed to get the top skill. And don't forget you have 4 characters that all have a number of skills to train. So the devs comments that iap's are only for getting the extra classes and after that you dont have any iaps to purchase is not true. It is a shame as I have all the previous games by the dev and enjoy them immensely. I understand that the dev needs to try a new pricing model as unfortunately paid for games appear to be losing support from gamers. And I truely hope that my concern with Adventure Points are wrong, as the game looks really good and could be the best the dev has released so far. Oh, and a little tip you might overlook. When exploring with 4 team members tap on the Group icon so you don't have to move each character separately. havlen Well-Known Member Jan 2, 2014 57 7 8 #12 havlen, Apr 21, 2017 You shouldn't ever need to buy adventure points. And the best items can only be found. I put a few magic items in each shop as you progress through the cities, but they should be treated as rewards for doing quests. You can only buy a healing potion if you don't have one on that character. There's no way to stock up on health potions, so there's no way to spend real cash to make the game easier. You should get enough adventure points from running quests to keep a few healing potions in stock, and you should (hopefully) not need to guzzle them every adventure. You can also find them in chests, but because healing is designed to be less frequent, healing potions are a bit more rare. Adventure points aren't used for training skills. That's gold. You should steadily gain more gold as you progress through cities and find (and sell) better items. There's no real fast path to using adventure points to make your character a lot more powerful. The items available in the shop are mostly on par with what is found in that area, you can't move back to a previous city so you can't easily twink. * * * That's a good point about the currency being in US dollars. I might have to add some wordage to that effect. I was trying to avoid the slowdown of calling the App Store before those screens. havlen Well-Known Member Jan 2, 2014 57 7 8 #13 havlen, Apr 21, 2017 Thanks! I've actually never heard of the Oryx tileset (and I search for tilesets all the time!) but I'll make note of it. Not easy to change out the graphics in this one because of some of the things like changing the monster's image when they move around the map, but I always thought that with some of my other games having an optional tileset might be kinda fun. havlen Well-Known Member Jan 2, 2014 57 7 8 #14 havlen, Apr 21, 2017 The dice shows the d20 roll. The number to the left is the "plus" being applied based on to-hit bonuses from the ability used, buffs on the character, items, etc. The number to the right is the adjusted armor class. Again, it will take into account buffs, etc. Even tactical mods (like a monster being surrounded) and terrain mods (standing near a column). I should note that I've seen it seem off in testing because it didn't show a mod that it should have shown, but I believe I found all of those bugs. Multiclassing: You can have a total of 20 levels for a 'normal' character. So that can be 10 levels of mage, 5 of enchanter, 3 of sorcerer and 2 of dark mage, but you can't go beyond 20 when you add them all up. I believe there is a max of 6 classes on a character. I did chain around the system quite a bit though. Its roughly based on what was in Endless Depths 2. I said 'normal' character. At lvl 20 in the very last city, you can spend a chunk of adventure points to "gen" your character. You start with a brand new lvl 0 character of the same race in the first city and you lose all items *except* what you have equipped. You gain a slight (+10% I believe) experience bonus and the ability to hit lvl 21. Basically, you retire and let your offspring do the work for you. This can be done twice, so the real max level is 22. Of course, you have to go through the game three times to hit lvl 22. stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #15 stubbieoz, Apr 21, 2017 Last edited: Apr 21, 2017 Are you saying that Adventure Points are not needed for skills at all? If so I apologise. I have reviewed a lot of games today and may well be somewhat confused. **** and thanks for clarifying and responding to my other concerns. I'm going to play some more so hopefully I can comment with more knowledge. # Artfoundry Well-Known Member May 11, 2009 2,519 2 38 COO and Creative Director at LCD Dreams, Inc. Bay area, CA #16 Artfoundry, Apr 21, 2017 I love party based rpgs, so I really want to like this game. It has a lot of potential. However the UI is just terrible. So many weird design/development choices. Like the fact that the only way to choose a new skill is by tapping on an enemy and selecting the plus icon?! That's bizarre and so unconventional. I should be able to choose from the character screen. And then what does the freeze/unfreeze button do? And why can't I equip anything while in town? Why do I have to wait until I leave town? And it would be really nice to be able to pan the camera around. The gameplay was pretty fun, but I felt constantly confused/unsure about what I was doing. The guesswork in an RPG should be about exploration and what choices to make, not about how to play the game. havlen Well-Known Member Jan 2, 2014 57 7 8 #17 havlen, Apr 21, 2017 Adventure Points absolutely aren't needed for skills. You can think of them as renown for doing quests and the items available as rewards for quests. (I always hated having a farmer hand over a +2 sword. Where'd he get a +2 sword?) But you can play the game without ever even using them. I think their best actual use is if you have a character die later on in the game, you can use them to create a character in that town. I don't allow characters to be created past the first time as a way to prevent powerleveling. Otherwise, you could get a 15th lvl character in no time by creating it in the lvl 15-20 area and having the party powerlevel the newbie. I also don't allow characters to go back to previous towns to prevent twinking. Keeping with the roguelike theme, the game should be hard so I tried to minimize actions that could trivialize it. havlen Well-Known Member Jan 2, 2014 57 7 8 #18 havlen, Apr 21, 2017 Last edited: Apr 21, 2017 Hey Artfoundry. I was going to reply to your review on the App Store (still might just to clarify for others), but in regards to your concerns: 1) You can get into your character's inventory in the Inn. Once in the Inn, tap your character and tap the character icon at the bottom. You'll have access to the inventory bag and can equip, unequip or trade items. I just didn't want to put character controls on the main town screen. 2) The multi-classing scheme allows you to choose a new class every time you gain a level up to 6 classes. I thought it would be less interruption in the immersion to include that mechanism in the combat itself so there was never a screen that popped up in the middle of the adventure asking you for a new class. I could have included that type of screen in character creation, but I believe it helps new characters learn the game mechanic by having them tap the orange button when they encounter their first monster. Otherwise, they might miss it when they level and not realize that it means they can level in new classes. 3) The Freeze/Unfreeze mechanic should be on my online help screen, but I'll double check. Freezing an ability allows you to use it without gaining experience in that class. I found in testing that if I wanted to make a Necromancer/Icemancer and wanted to concentrate on the Necro until a certain point, I was totally avoiding Ice spells. The game divides experience between classes based on how much they are used. So the 'Freeze' mechanic allows you to use those Ice spells in that instance and not level the Icemancer, so you can concentrate on getting to the point where you can raise a zombie. 4) Pan the screen. I don't actually draw the entire map. I draw what you can see on the screen and up to the movement of the character. So, unfortunately, that's probably not going to happen. There's a mini-map if you want to see the whole map. I normally don't address bad reviews except to clarify points made in them, but I hope you will reconsider the 2 star rating. I can't really afford top end graphics, PR, etc. And i hope I've clarified a couple of the design decisions. Repulsa Well-Known Member Jul 3, 2015 1,584 81 48 #19 Repulsa, Apr 21, 2017 I know I'm the minority but I like the premium pay mode. Going to have to pass on this one MunkieSuthorn Well-Known Member Jun 11, 2009 364 3 18 IT Manager Connecticut, USA #20 MunkieSuthorn, Apr 21, 2017 Simple things should not be difficult. How do I start a new game, or get back to the main menu for that matter? (You must log in or sign up to post here.) Show Ignored Content Page 1 of 3 1 2 3 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
I think this game has a lot of potential. The combat is fun, especially the ranged spells. I like how the world builds itself as you explore, so no mater where you go, you will complete your mission. When you level up , you can change classes to learn a new skill. I am having way more fun with this than I thought I would! Thanks
Thanks! I actually jumped back and forth between building the whole area out before the quest started and building as you go. They both have their perks. I like how pre-building means you will hit dead ends and need to backtrack a little, but sometimes you are constantly backtracking trying to find the exit, so I built in some code in the build-as-you-go where a new area can have no exits if there are plenty of unused exits around the map. I think it achieves a nice balance between the two. Let me know if you run into any problems.
The IAP grants access to the additional classes. The current version breaks it up into class packs (3 classes per pack) and all classes. The next version will clean it up to a base class pack (all classes at release) and a 'founder's pack' for those that don't want to ever deal with IAP in the game again. When it is released, anyone that has bought the all class pack will be on the founder's pack. It also provides +10% xp. This is my first game with IAP. I prefer the pay once scheme, but people just don't pay upfront for games anymore and I'd like to at least make enough to pay for the graphics. Ideally, it would make enough to pay for some assets for my next idea.
Movement is done by tapping the screen. You'll see a movement path and you just tap again to move to the selected spot. I think it is more efficient than having a movement pad in a multi-character game where each character gets a certain number of 'moves' per round. You attack in the same general way. Tap a monster and the most frequently used abilities appear above the monster's head. Ijipop - Thanks!
Quick questions. What is the meaning of the red dice and the numbers on each side? And for example I can have a Warrior with 4 sub class that can each goes to lvl 5. Or I can have 4 sub class going up to 20 each? I get what the freeze do. Just wanna make sure!
Oh what a pleasant surprise! I'd love to see a game of yours using an Oryx tileset (Tiny Dungeon would fit like a glove). Anyways, can't wait to dig in to this one.
Okay lets clarify that a bit more. 1. The prices in the game for the extra classes are $US. Don't be shocked when you go to purchase the Founders pack for $2.99. You will actually be charged your local currency. In my case the is $4.49AUD. 2. There is also a premium currency in the game. It is called Adventure Points. Currently $0.99 will get you 50points. The best items are for sale only with Adventure Points. An example is a Minor Health Potion will set you back 15points. You can also buy a bag of 1000 gold for 25points. This is also concerning. You can train your character by purchasing skills. They range from 500 to 2000 gold. You can also buy standard equipment for gold. Number 2 is my main concern. I get an early impression that Adventure Points will be a money sync and may even be essential to properly continuing the game. Adventure points seem to be gained by doing quests but at the beginning of the game you get a dismal 3-5 Adventure Points. You can see that a lot of grinding would be needed to get the 2000 points needed to get the top skill. And don't forget you have 4 characters that all have a number of skills to train. So the devs comments that iap's are only for getting the extra classes and after that you dont have any iaps to purchase is not true. It is a shame as I have all the previous games by the dev and enjoy them immensely. I understand that the dev needs to try a new pricing model as unfortunately paid for games appear to be losing support from gamers. And I truely hope that my concern with Adventure Points are wrong, as the game looks really good and could be the best the dev has released so far. Oh, and a little tip you might overlook. When exploring with 4 team members tap on the Group icon so you don't have to move each character separately.
You shouldn't ever need to buy adventure points. And the best items can only be found. I put a few magic items in each shop as you progress through the cities, but they should be treated as rewards for doing quests. You can only buy a healing potion if you don't have one on that character. There's no way to stock up on health potions, so there's no way to spend real cash to make the game easier. You should get enough adventure points from running quests to keep a few healing potions in stock, and you should (hopefully) not need to guzzle them every adventure. You can also find them in chests, but because healing is designed to be less frequent, healing potions are a bit more rare. Adventure points aren't used for training skills. That's gold. You should steadily gain more gold as you progress through cities and find (and sell) better items. There's no real fast path to using adventure points to make your character a lot more powerful. The items available in the shop are mostly on par with what is found in that area, you can't move back to a previous city so you can't easily twink. * * * That's a good point about the currency being in US dollars. I might have to add some wordage to that effect. I was trying to avoid the slowdown of calling the App Store before those screens.
Thanks! I've actually never heard of the Oryx tileset (and I search for tilesets all the time!) but I'll make note of it. Not easy to change out the graphics in this one because of some of the things like changing the monster's image when they move around the map, but I always thought that with some of my other games having an optional tileset might be kinda fun.
The dice shows the d20 roll. The number to the left is the "plus" being applied based on to-hit bonuses from the ability used, buffs on the character, items, etc. The number to the right is the adjusted armor class. Again, it will take into account buffs, etc. Even tactical mods (like a monster being surrounded) and terrain mods (standing near a column). I should note that I've seen it seem off in testing because it didn't show a mod that it should have shown, but I believe I found all of those bugs. Multiclassing: You can have a total of 20 levels for a 'normal' character. So that can be 10 levels of mage, 5 of enchanter, 3 of sorcerer and 2 of dark mage, but you can't go beyond 20 when you add them all up. I believe there is a max of 6 classes on a character. I did chain around the system quite a bit though. Its roughly based on what was in Endless Depths 2. I said 'normal' character. At lvl 20 in the very last city, you can spend a chunk of adventure points to "gen" your character. You start with a brand new lvl 0 character of the same race in the first city and you lose all items *except* what you have equipped. You gain a slight (+10% I believe) experience bonus and the ability to hit lvl 21. Basically, you retire and let your offspring do the work for you. This can be done twice, so the real max level is 22. Of course, you have to go through the game three times to hit lvl 22.
Are you saying that Adventure Points are not needed for skills at all? If so I apologise. I have reviewed a lot of games today and may well be somewhat confused. **** and thanks for clarifying and responding to my other concerns. I'm going to play some more so hopefully I can comment with more knowledge. #
I love party based rpgs, so I really want to like this game. It has a lot of potential. However the UI is just terrible. So many weird design/development choices. Like the fact that the only way to choose a new skill is by tapping on an enemy and selecting the plus icon?! That's bizarre and so unconventional. I should be able to choose from the character screen. And then what does the freeze/unfreeze button do? And why can't I equip anything while in town? Why do I have to wait until I leave town? And it would be really nice to be able to pan the camera around. The gameplay was pretty fun, but I felt constantly confused/unsure about what I was doing. The guesswork in an RPG should be about exploration and what choices to make, not about how to play the game.
Adventure Points absolutely aren't needed for skills. You can think of them as renown for doing quests and the items available as rewards for quests. (I always hated having a farmer hand over a +2 sword. Where'd he get a +2 sword?) But you can play the game without ever even using them. I think their best actual use is if you have a character die later on in the game, you can use them to create a character in that town. I don't allow characters to be created past the first time as a way to prevent powerleveling. Otherwise, you could get a 15th lvl character in no time by creating it in the lvl 15-20 area and having the party powerlevel the newbie. I also don't allow characters to go back to previous towns to prevent twinking. Keeping with the roguelike theme, the game should be hard so I tried to minimize actions that could trivialize it.
Hey Artfoundry. I was going to reply to your review on the App Store (still might just to clarify for others), but in regards to your concerns: 1) You can get into your character's inventory in the Inn. Once in the Inn, tap your character and tap the character icon at the bottom. You'll have access to the inventory bag and can equip, unequip or trade items. I just didn't want to put character controls on the main town screen. 2) The multi-classing scheme allows you to choose a new class every time you gain a level up to 6 classes. I thought it would be less interruption in the immersion to include that mechanism in the combat itself so there was never a screen that popped up in the middle of the adventure asking you for a new class. I could have included that type of screen in character creation, but I believe it helps new characters learn the game mechanic by having them tap the orange button when they encounter their first monster. Otherwise, they might miss it when they level and not realize that it means they can level in new classes. 3) The Freeze/Unfreeze mechanic should be on my online help screen, but I'll double check. Freezing an ability allows you to use it without gaining experience in that class. I found in testing that if I wanted to make a Necromancer/Icemancer and wanted to concentrate on the Necro until a certain point, I was totally avoiding Ice spells. The game divides experience between classes based on how much they are used. So the 'Freeze' mechanic allows you to use those Ice spells in that instance and not level the Icemancer, so you can concentrate on getting to the point where you can raise a zombie. 4) Pan the screen. I don't actually draw the entire map. I draw what you can see on the screen and up to the movement of the character. So, unfortunately, that's probably not going to happen. There's a mini-map if you want to see the whole map. I normally don't address bad reviews except to clarify points made in them, but I hope you will reconsider the 2 star rating. I can't really afford top end graphics, PR, etc. And i hope I've clarified a couple of the design decisions.
Simple things should not be difficult. How do I start a new game, or get back to the main menu for that matter?