Hey Syn, ive already brought up this issue and Touchmint is currently thinking of ways to balance it.
Hey Ryanvdw, Which issue are you specifically referring to - the replaying of boss encounters or the charge of 1 Crystal per non - boss encounter replay? Either way, thank you for advising me of that. Syn
The replaying of boss encounters. Also for your second issue you end up with plenty of crystals by the end and if you still want more just grab the 2x crystals IAP, its very cheap and if you're enjoying the game its good to give a bit back #
Ahh OK, thank you very much Ryan. I do hope TouchMint allow for the replaying of boss encounters - I find it hard to believe there is a reason why players shouldn't be able to farm like any other RPG. I'm definitely happy to give back to this developer as the game is certainly one of the best RPG's I have found off the iTunes store and it would appear TouchMint are actively endeavouring to add more to the game. I suppose leading on from that point, I would like to state that I really do hope TouchMint continue to add lots of content to this game as the direction the game is currently going in is looking really great and it is very enjoyable to play! On a side note - It is so fantastic to find a really enjoyable game that doesn't have that horrible energy / stamina time - based system that forces the player to wait all day to continue playing. Cheers, bud! Syn
Can I also ask, what is the 2 x Green Fate Gem IAP for $2.49? What is the difference between a Green and Blue Fate Gem and how does the Blue Fate Gem purchase for $2.49 differ from the 250 Green Fate Gem purchase for $2.49? Thanks! Syn
As far as im aware its just an icon and there are only blue gems. The 250 fate gems is capped at 250 where as the 2x will yield much more than 250 in the long run!
Hey Syn first off welcome to the forums great to have you here this is a great place as you've seen so far. Thanks also for checking out my game and glad you are enjoying it so much! Looks like Ryan has covered everything pretty well (thanks!) but I'll touch on a few other things to help if I can. I am trying to figure out a fair way for players to replay bosses and it looks like I'll have to evaluate each one separately. No only do they drop great items (that you can sell for a ton but they also drop lots of gold and exp. giving a player a chance to farm these greatly throws off the flow of the game. Allowing players to farm these also gives the game less replay value. These are all things I need to think about when trying to "price" the replay value. Odds are you won't be able to replay bosses until you have beaten the game on that character and even then there will be a 5-40 gem cost considering some of the bosses give up to 20k in rewards (not even counting a full level of exp sometimes) In reply to normal replays yes you can replay for 1 gem but by the time you get to arena 2 or 3 you are getting a gem for every level you beat. Also if you pay .99 to remove ads you get free replays. As for the gem doubler it is a pretty sweet deal you look to make 500-600 gems with 1 play through (tbh I'm not sure why people buy anything but that haha) and yea I just thought green gems would look cool all the gems are the same fate gems tho. Thanks again Syn for posting if you have any other questions just feel free to post them up. When I'm not working on the game I'm usually browsing the forums haha.
Hey TouchMint! Thank you very much for providing that information. If you don't mind, I would like to clarify a few things in relation to purchases. If I was to purchase the 'Remove Ads' for $1.29, you are then saying that there is no longer a 1 Fate Gem charge for replaying previously defeated encounters? If I was to purchase the 2 x Fate Gems Gained for $2.49, does this implementation apply to all characters I play or just the character I am logged in to at the time of that purchase? After being provided that insight into the result of defeating bosses, I can understand why you don't provide the ability to replay these specific encounters. I am off to a meeting (as I am actually at work), but I look forward to reading your response when I get back! Cheers, TouchMint! Syn
Yes you are correct on both accounts. If you pay to remove ads you not only remove ads but also get free replays on levels and on top of that get a material bonus (around 2x) on those replays. I should really advertise this in the game haha. As for the gem doubler yea it works on all characters as well as the remove ads. Let me know if you need anymore info. I'll add some more info on the illusionist class tomorrow too.
Thank you for clarifying both of those points, TouchMint. I can safely say that I will be investing a further $4.98 into Adventure to Fate after work I am still very early on in the game and will no doubt have more questions as I progress but it is very nice to know that you are very active on this forum and happy to provide insight into player questions. I respect that from a developer! Cheers! Syn
Hey glad to hear! And as you can see I'm deticated to updating this as much as possible. This game is my main focus. There is an update awaiting approval currently and another update in testing at the moment.
A quick shot of the equipment / inventory for the Illusionist. (Managed to get some matching equipment for the character image)
Any tips on beating Twalia the enchantress as a druid? Ive tried bear, wolf, buffing luck, armor, crit, nothing works
Having level 15 at the time and that extra attack really helps as well. So if you are not a human or don't have exp mod items replaying a few battles should get you there.
Here is a quick look at some early level skills for the illusionist. You'll see meteor storm and skeleton form in the gif.
Hey guys I have no idea what's taking the update so long. It's been waiting for review for about 8 days now which is the longest I've seen in a very long time. Anyways this has given me a little extra time to work on the next update after it. I'm thinking about adding another class on top of the illusionist. I'm thinking a Templar type heavy armor class which relies on shields for its skills or a monk type class which has some cool passive talents like gaining armor and regenerating powers every level and would be a medium armor and weapon class. Any input would be great and I'll keep updating on the illusionist class as I test.
Both sound cool. If you could elaborate a bit more it would be good though. Without giving away too much of course!
The monk sounds especially interesting to me! How about a barbarian? Could be a lighter armored but higher damage fighter type, maybe with regen and self damaging skills. Or a bard, just a simple medium armored fighter but with buffing songs that can be changed at will. Eg regen, str buff, damage, debuffs etc etc etc.
Hey TouchMint, I just wanted to put a thought out there for consideration. I am the type of player that, in relation to Adventure to Fate, I want my main to reach the end of the game, deathless. It would appear that to do this, it is quite difficult - and that is a compliment to the game you have developed. That being said, to best endeavour to conquer your game deathless, it is becoming more apparent that a requirement is to have the best gear possible for each level that my main reaches. Now, in order to have the best gear available at each increasing level, one character can either farm previous encounters to farm gold or can use other characters to purchase gear with their available gold, place the purchased item in the shared vault and my main can then withdraw that item and start using it. My point in relation to all of this is, that I am finding it quite cumbersome to go into each character's inventory, check what items they have, deposit those items into the shared vault and repeat for each character. What I propose is and I am really hoping you will consider, is a drastic increase of the shared vault size. The currently available 10 slots is convenient, however I really believe that an increase to say 50 - 100 slots would really provide players with the ability to manage their inventory across all characters a lot more efficiently. From personal experience, trying to remember where items are located across 5 - 10 different characters and then logging in to each character and keeping a track of which has been cleaned out and which hasn't can very quickly boggle the mind Additionally, I also think that providing the player with the ability to manually move items in the shared vault and inventory so they can organise their inventory will also be an improvement in inventory management. At the moment, in order to have specific items take the place of desired inventory slots, this is only possible by keeping a vacant inventory space, depositing the item in the shared vault, then withdrawing it again so it assumes the next available inventory slot. Being able to touch and drag an item to where you want it, and even better, to swap positions with other items would be a huge improvement. Keeping with this line of thinking, I would also like to propose the idea of stacking of items. For example, multiple Strong Amber Potions in the characters inventory, instead of one potion taking up an individual inventory slot, multiple potions being housed in the one inventory slot with a number identifying the amount visible in the top right corner. I really hope that you consider my requests, TouchMint. I know you are also interested in hearing player feedback. I strongly believe implementing these two updates would hugely improve the quality of life for your players. Let me know what you think, bud! Syn