We found an issue recently that can only be triggered by a fairly crazy series of events, maybe this applies to your case. If you load a game, then return to the loading menu via the home icon in the corner, bump the "delete save" button on your file, cancel it, then suspend/close the app while you're still on the loading menu... The auto-save feature will incorrectly wipe the file that the delete button had been bumped on. This been fixed on our end, we're just waiting on Apple at the moment.
My guide to Doomvale Arena For those getting stuck on trying to get past 70+ on the Doomvale arena... I've used this makeup and my record is 130. It may not be the fastest but it feels like the best in terms of survivability. Knight - Trinks - +10 armor and -20% attacks (or stack both Phasing Lodestones) Bard - Trinks - Stack codex of Jabe (-6 secs on CDs so 12secs total) - Song of War will be almost 100% uptime. Wizard/Cleric Cleric heals Knight almost 100% of the time...Bard is buffing the Wizard...Time your taunt (Warcry) and all mobs will go to your knight. Have your knight kite the mobs around the map while your wizard jus shoots em all up. Anytime new adds spawn make the knight attack it ASAP and the adds will usually aggro to knight (with the exception of the bat/archers/slimes...you'll need warcry for that) And yea...i've played too much. MIKA KEEP UP THE GOOD WORK...LOOK FORWARD TO NEW MAPS/CONTENT.
Being sick at home, I was able to put much more time into this game, finally arriving (but not beating, yet) to the last boss with my trusted party heading to level 30. While I always loved more story based games (on any platform) I must admit this is one of the best and most fun games I played (on iOS for sure). It's super fun, addictive, it's just perfect for the platform meaning you can play for just 5 minutes achieving some sense of progression (save playing for 5 hours straight then), perfect touch controls, slick interface, cool music and sound, super cute graphics (I really like it, imho one of the best on the platform, no liking at all 3d graphics with the only exception of Infinity Blade), great lenght (I'm over 15 hours now according to the ingame timer) and great replayablity (I love stop my progression andr try, then level up, other characters). Great achivement Mika Mobile! I'll look forward ANY new products from you, especially Battleheart additions (would love some sort of coop multyplayer or new zones to explore...with cool and elaborate Bosses, much more than new characters because I feel attached to my group now . To everyone on the fence: BUY THIS GAME!!!
All fine aNd dandy, I like the witch for her fear, and she's alittle more diverse then the wizard. Next question rogue or barbarian
dont listen to them mika.. the entire point is to not get yourself in a situation that clutter becomes possible... people need to l2 use 2 fingers to move their guys around instead of tunnel visioning them in the corner.
Mika> Any thoughts or insights as to what you guys will be including in the next update and/or installments to come?
What's next? My personal take on the subject... First of all, congrats to MikaMobile, this game is simply awesome! So easy to pick-up, yet you can play for hours and there's always a little something to keep you going! @MikaMobile, I was also curious about what are your plans for the game in the long run, i.e. after adding one or two of the new characters you were talking about? At first I thought adding new levels would be the best choice, but when I think about how fun the first few levels were, and especially the boss fights, I can't wait to go through those once again using new characters and strategies! And that made me think that there's still a lot of potential in those, and that you could also find ways to encourage players to revisit the previous levels, even in the "end-game". As others have suggested, time-based challenges or leaderboards would be perfect for that... so here's my take on this possibility: ...Having a small number of quests / challenges, that you could release at regular intervals, and accessible through the Tavern for example. Those challenges could include: complete this level as quickly as possible! complete this level without getting hit too many times! complete this level with the smallest number of attacks/hits! get a certain number of kills in the 1st/2nd arena (to make players play those arenas too) defeat as many minions as possible during boss fights (spiders... I'd love to see more of these enemies btw)! complete this level using a certain set/number of characters (ex. only the cleric on one of the first levels, only the trio of magic users, without any healers, etc.) + one of the previous challenges etc. The more various these challenges would be, the more it would bring players to develop original strategies for these battles, instead of simply relying on their best items and skills. Completion would get you a place on leaderboards, and possibly a unique reward for reaching a set goal, for example a huge amount of XP, a "T9" accessory with slightly better stats than the current T7/8 ones (+12 instead of +10, +25% instead of +20%, etc.), weapons or armors with T7 stats but added effects, etc. And keeping it scarce, and limited to a few quests and unique items, would give you new ways to play the game, without losing the focus, balance and pacing of the original gameplay. Another, even simpler way to make us revisit previous levels would be to have a difficulty adjuster, which would significantly raise the stats of enemies, but offer an higher amount of XP and Gold. Anyways... those are just some thoughts on this, and any updates you make to the game... I'll be really glad about it. Once again, congratulations on such a well-balanced game, and keep up the good work!
We cope with it, but as a game designer, you may realize the character stacking adds an artificial level of difficulty that is not part of the game's fundamental design. Its for this same reason that collision has been turned off in nearly every mmo, and there are multiple methods for selecting characters in your group -- struggling to select your unit or target in the heat of the moment detracts from the real gameplay at hand, the battle. Just my 2 cents. I've picked the brains of Shigeru Miyamoto, Yuji Naka and Ken Lobb over a few years of E3 meetings back in the good old days. Trust me, your game is solid, but fixing the stacking issue would be another coat of polish to really make the game shine.
Our immediate goal is to at least implement a couple of classes in the coming weeks, we've got a solid design down for the ranger's skill tree so he'll be first. I've also got the paladin tank about halfway figured out. Depending on how long these guys take, we may just release them on their own, or try to work in some additional levels as well. I do kinda like the idea of "quests" or some other game modes besides the basic battles and arenas. We've got a few ideas there, but nothing I'm super confident in (to the point of talking about anyway).
I took a vacation last week (Caribbean ) and on my down time I played a combo of Battleheart and a new test version of Boom Boat. I played Battleheart from beginning to end and loved every minute of it. The character stacking issue, while annoying, didn't detract from that game that much. My strategy basically was to put the casters at the bottom of the screen and the melee in the middle and taunt when needed. Things I'd like to see in an update: - pre-built commands for the non-tank characters. For example, I'd like to tell my caster and DPS melee to attack whoever the tank attacks. - id like armor appearance to change based on what you are wearing similar to how the weapons work. - game center leaderboards / achievements - and of course, more levels, enemies, characters etc. Overall though, fantastic job on the game. Easily one of the best games I've played on iPhone.
Dear MikaMobile, I have tried several times to contact you and I would very appreciate to receive a short respond. Hope you are able to take the time to respond to my PM or e-mail =) Thanks in advance
MikaMobile or anyone who can answer... How can I backup my save file? I fortunately backed up the entire folder via iFile and today, my save file disappeared. I copy pasted the entire backup folder and was able to restore my save. My question is which file(s) are the save files? I rather backup the save files and not the entire folder.
Not to add much more onto you, but with the new classes, extending the skill tree to like 40 would be, awesome. Give us something new to play with on our current teams. Definitely think the monk needs some soft of attract and deflect arrows. The 6 archers shouldn't be certain doom in the arena.
The point is different for different people. Some people want dexterity to be part of the game. Others want it to be only about strategy and be as easy as possible to map your intentions into commands. In general, the second group are winning out because they are a larger market than the former. That's certainly what you see in large online RPGs---you don't see mechanisms that are designed to reward the people who are most dextrous.
Huh! That's an interesting game design choice. Is making it a hidden stat a way of keeping things simple? (as in, is that the main reason?) Speaking of which, I can't find where you mentioned how armor works. Does it simply subtract from the initial damage of an attack? So a 150 dmg attack would do only 80 damage if you have 70 armor? But yes, with such a sizable health pool, I can see why leech needed to be buffed. Even at 60% it's not what I'd call strong, even on a 40 barbarian or 40 rogue. Random aside: a mechanic I've never seen before, but might be tactically interesting, is leech that's based on a % of the enemy's health. As in, you drain X% of the total HP of your target. That way, to maximize it, you'd want to beat on fatties when possible, introducing a little bit of skill. Just a thought.