Halloween Classes. Mwhahaha I like these classes, but they should be in a kick ass Halloween update (^_-)b G
"Game of the Week" anyone? Is there ANY way I can suggest this game as the next AppStore's Game of the Week?, I think it really deserves the tittle, and I know you people do too... I really love this game, have played around 10 hours by now and I can't get enough of it, grinding never gets boring. Waiting for a content update, would buy all of the IAP if it's ever implemented (you know, for new classes, maps, etc.) I Loved OMG Pirates! and now this, you are officially my favorite iOS game Dev. Thanks Mika! I hope sales are doing great
Rather annoying bug. Hi, MikaMobile, I believe that I have found a rather annoying bug, and I think that I have pinpointed what seems to be causing it. It involves the monk's ability that allows him to dodge all attacks for 8 seconds- it refuses to work properly. This seems to occur only when I have a Phasing Lodestone equipped. I have unequipped the Lodestone and it works properly after. Well, good luck in all of your endeavors, and I hope to see Battleheart crush Angry Birds (why it's #1 I'll NEVER know...)
mini buff icons just above the characters will be a nice addition & help out alot in the later arena levels where defensive skills are absolutely necessary to be up 100%
Me neither, I do find it boring and repetitive, not innovative, did I mentioned boring?? But, that's just me...
Would be nice if, when on the Merchant screen, to see if the items available would not only be an up/downgrade for the current party but also compare to what is equipped for all characters. I have hired all of the characters. When I come across something new in the Merchant store, I have to jump back to the Keep, swap out all of the party members, and go back to the Merchant screen to see if the item applies/would be an upgrade. Don't know of an easy way to do this. Might work better if the Merchant screen didn't show party members but showed all items, sorted by type, of what I have compared to what is available. The Armory screen could work similarly except it would need a way to show all characters and what is/is not equipped. Equip could then be swapped out among all characters. I may end up deciding to just level up and equip a 4 character party, and the current screens/method is OK.
@Mikamobile I can confirm the Revenge crash bug posted earlier in the forum, anytime it's used against red slimes = insta crash. Update: revenge crashing against red slimes seemstied to the clerics splash heal ability...after I switched that back to the passive 15% again, revenge no longer crashes against the slimes.
So far I have everyone except the girl rouge and barbarian (not pirate) exactly level 30. With a level 50 cleric. Cleric is useful in every build no matter what. There should be % heal items all the way up to 50% as long as they don't break the game. I'd like healer less party as you get more pro.
Love this game! Would be more than happy for to see more maps, bosses, characters and features, even if it is an iap. That said, if a full-fledged rpg game is made using this game's mechanics, I would definitely buy it, even if it was twice the cost.
I'm really confused. I had an issue with my iPhone, had to restore it. Reloaded all my apps and my save file is gone. I lost all my lvl 15 characters...really f'n annoying. Is this normal? If you restore your phone you lose all app data?
Yes, you loose all of your data with a restore. I believe MikaMobile said that he wasn't currently planing a price job. Just get it, it's well worth the price. I've put 20 hours into this game already. Some $60 dollar games don't even offer this level of enjoyment + length.
How about this team? Does this team sound good at all? Lucille - 55attck, 28def Black Knight - 52, 62 Feung - 59,48 Bronmswell - 70,20 <---- this guy is only level 6 because i just added him to the party by replacing shepard
just wanna add that the game is more stable now and after deactivating the soon to be fixed "revenge" skill i had no crash
Impressive game! Hi! I have been loving this game ever since I started playing it. I look forward to the promised developments in the future There are a couple of things I would like to see implemented that I don't think would be overly difficult: 1. In the keep, I can't see the stats of any of the characters. I have to switch them out, then go to the academy to see what level they are (and even what name, class, etc they are). It would be convenient if there could be a "smarter" way to switch out. 2. Similarly, in the armory, it would be nice to have the class/level listed below the character name. I would like to see some larger scale changes, too, such as a little town to walk around in as opposed to a menu system between battles (just got done playing through Soloman's Keep, which has this sort of system), but I understand that you have other concerns at the moment. I will join with the chorus that says that a full RPG with this mechanic would be greatly desired. Also, the artwork is fantastic. A shirt with Edwardo would be epic. Glad to see such support from the Dev!
After playing more than I should, here are a few things I think would be some nice fine tuning. In camp: Either add another selection like info or a page on the armory screen to show basic information about each unit when you select it. Mostly, what their crit rate is, their attack speed, their movement speed, and even their regen rate. I have no idea if any class has a higher or lower crit rate (I'd assume the rogue has more) and since you have a non-linear return on items, it would help out. That being said, I think giving a flat boost per item would be better than multiplicative. Right now, two items that boost your crit rate by 20% actually boost it by 44% together and 2 items that speed your attack rate by 20% actually only speed it by 36%. It gets more confusing when you add in abilities and such. I'd like to see more use for money. Mentioned it once before, but once you are fully upgraded and have most if not all your items, then money is worthless. On level up, any chance you can set it where we can give 2 points per level to each character? So it can go 2 def, 2 off, or 1 each? Think that would be an interesting custimization option while still keeping it simple. Abilities: Obviously some abilities will almost always be taken over another though at least during boss encounters, it makes you switch it up (like intimidate for cleave). Knight: Boost Chivalry and Might to 25%. Chivalry especially for deep arena runs. Sunder Armor and crippling blows, are these stackable abilities, meaning, does 10% get added each time and how long does it last? Monk: I'd switch Ki blast and Tiger Claw. Ki blast is a good tanking skill, but loses out to evasion. Iron hand is an ok tanking skill, but better offensive one, and an offenive monk would like to have both that and tiger claw. Rogue: Combat tactics make that at least 30% and pursuit speed like 25%. I almost feel like that is a waste level. Barbarian: To me, frenzy defines this class more than enrage. Precision strikes should be a flat speed boost over crits, since a barbarian makes much more use of speed than anything. Adrenaline Rush is used rarely and really has no benefit for me. I think, instead, it should proc flurry for free and heal for 25%. I'd have my barbarian finishing everyone off and ginsuing the next group. Bard: If you focus the bard on an enemy, he mutes them. That would be a cool counter to mages that heal the bad guys. Priest: Instead of Discipline, have mute. 10 second spell, 30 second cooldown. Enemy can't cast. Wizard: Enveloping flames might be too powerful now. 50% splash. Blizzard be dropped to 8 seconds. Witch: Piercing Shadow be bumped to 25%. Battle: Clicking the pause button also gives you the abilitie to look at character information. Mainly to see what temporary skill boost give them. Double tapping enemies focuses the entire party on them. Double tapping a character causes them to focus themselves (really only useful for bard and cleric). Enemies stick to the highest armored unit who has gotten their atention. To adjust the kiting issue, once you are engaged with an enemy and move your unit, the next attack by that enemy, if it hits you, is a critical hit. Would like to see enemies have special abilities like stunning you or knocking you down (that would be great for ogres). Obvously these are just my suggestions as I think this is the best game I have played on the iPhone and, in fact, many places. I think I am just worried that eventually it will get old and replayability is key since I don't want that.
I think the merchandising idea is great. With this art style, T-Shirts or something along those lines could get even more brand recognition and the art style is approachable to adults and kids. You guys have done a really great job all around, Mika. I can't wait to see what is in store for the future.