It reminds me a lot of Final Fantasy: Chrystal Chronicles. The combat is in real time and is mostly about deciding who should attack what, and when to use your buffs. Fairly simple, but very well executed in this case. My only gripe about it is that when characters pile up it's hard to select the individual you're looking for. (Which is being addressed, I think.)
I was showing this off after school today, and Mikamobile just earned three more purchases xD All my friends loved it, with good reason. The only thing this needs is more content, which says something about the amazing quality Mikamobile put into this.
Questions about classes First and foremost I must say I LOVE Battleheart I can't wait to see what else y'all decide to do with it. You've got me hooked and if you keep putting out games like this I'll keep buying them lol. But there's been something I've been wondering for a while. Is there anyway you could be a little more descriptive? I went and looedk at the FAQs, but I really feel like it wasn't enough information for me. I have tried looking around the forum a bit but maybe I just missed what I was looking for. I understand most of the classes are already pretty well spoken for I'm trying not to ask any stupid questions here, but the trickiest character for me to understand is the bard. I don't understand exactly what his songs do (and by songs I don't mean his ability I mean his passive cast onto one of his allies), I have a guess but I'm not sure if I'm right or not and it would be nice to understand what would happen with characters like him if I were to put certain items on him, even though you limited a lot of the items he could use. My assuption is that when he is passivly casting on another character, assuming they are both level 1 characters, is that the song gives that character bonus armor and bonus attack power/magic power. If that's right then awesome! I only have two more question. Does Enduring Hope affect his passive song or is it meant for his castable songs like Song of Sanctuary/Song of Vigor/Song of War or does it affect both? More or less what i'm asking is while he's casting his passive on a target do they always have the bonus armor and bonus attack power/magic power until he casts again or does it fade away over time and when he recasts its refreshed? And my final question is does Song of Vigor heal only a set amount or is it for the entire duration of the song? An example would explain this better: Example one: Song of Vigor heals each character for a total of 1000 hp over 30s. And in this instance if you werer to stack Song of Vigor and Enduring Hope it would weaken you heal a lot Example two: Song of Vigor gives 34hp per heal per second for 30s And in this instance stacking Song of Vigor and Enduring Hope would make it a little bit stronger Once again I do apologize if this is posted anywhere else and I couldn't find it or didn't look hard enough, but the answer to this question would be greatly appreciate and allow me countless more enjoyable hours on Battleheart I hope to hear from you soon and maybe see a more comprehensive character guide if ya'll ever have the time to take a break from making great games even better. Can't wait till the next update. Thanks very much for you time Turma signing off
The view should have been almost top down and I don't see how this can be solved without to rework many graphics. After to have play the first maps I'm disappointed, one problem I have is to compare it to Knight of the Phantom Castle. Maps I have seen are all simple open area, enemies just spawn or come in, no real schema, only the bosses bring some structure. And tactical possibilities are, for now, very far to those in Knight of the Phantom Castle. Without to mention there's no exploration, no story. But apart the stack problem, the commands are simple and easy when those of Knight of the Phantom Castle are quite hard to master and a lot more complicate. But I regret it's such simplicity that attract most players. Ha well, this thread was in need of at least a non positive feedback.
There's an easy solution, if you want the game commands to be more difficult to master then just play with your toes.
You will probably be waiting a very long time, Mika Mobile is not known for having many sales. The game is well worth full price though.
Actually, you can, but it requires you are buying *coffee* and not a coffee drink (Venti bold of the day is only about $2 with tax ) That said, the game is still worth the $3. Not really sure why anyone gripes about $2.99. It's my no-brainer "real game" price point. Make a real game of a style I like and price it at $2.99 or below and you've probably got a sale.
Lol, I obviously didn't quote the difficult commands as a good point and the source of the more complex gameplay. For sure it's not a quality and that would have been great that KotPC use a more simple approach for the commands. But it's just the gameplay is quite more deep, because maps have structures, enemy are more diversified, there are traps and ambushes, you need progress along a map, the top down view of KotPC allows be more subtle, and more. But it's also a totally different budget that is obvious. Ha well for my eyes it's just mysterious that one is ignored, probably because of the difficulty (commands and gameplay with many tricks to find) and another significantly more simple get such a "huge" success. But yeah that's cool and I can't say BH is a bad game, it was more a disappointment, probably mainly because I really didn't expected this simple arena constant approach.
just wondering, how far have you gotten? it definitely gets better and requires a lot more strategy as you go along
I only reach the big spider, I wrote "only" because I think there more missions after. I agree the game is better after the first 3/4 "maps", I think my first post was at map 4/5 and the second after to have lost against the big spider. The map are just a simple arena but after first levels the waves are designed and structures the level, all have boss or some mini boss and more structured or significant waves. But there's so much more in KotPC, just because there are designed maps with tricks and diversified setup and also the top down view match much better that sort of gameplay. In term of depth only of fights, despite it's the same idea it's difficult to compare the both games. My feeling was KotPC was a lot deeper. But at much higher level with more skills, and if design of enemies/waves follow, it's possible that later and despite no map structure (and the stack problem), BH becomes deeper than KotPC. Only someone who have played both deeply could tell and I admit that it's not yet my case for BH. I wish someone just copy KotPC and make it a bit more easy and with simplified controls. I wonder what the mad players who tested it and end in a so difficult game on any point of view, controls and gameplay. Yeah that's more the reason the game get ignored than just because it was tricky too. About the stack problem in BH, despite KotPC use a much more top down view it has an option to make it more easy (but I never use it) at bottom there's the heroes icons and select one make him the target of your touch controls in case multiple heroes are very close.