I'd hate to be this guy but, if you can't take the time to read through at least some of the tons of glorifying posts in this thread, then why should anyone take the time to rewrite why it's good? Just knowing the thread has 1,500 posts isn't enough to convince you to spend a few bucks? I'd hate to see how to handle real life decisions.
Don't really like the idea of ability buttons being reduced in size. I like the idea of character icons and drag-and-dropping abilities onto second enemies while auto-targeting the first. And the character portraits should be on the bottom of the screen.
First off I'd like to say that the "I" and "u" buttons are right next to each other. And second, I wasn't serious, I was seeing if anyone was feeling nice today, that's all, thanks for your guys' inputs.
Is it supposed to make it better that you were asking people to do things for you that you didn't even need - just to check how 'nice' people are?
Unless they were female, then got a sex change, in which case they're called "Oh, you are SUCH a WITCH!"
Nope. I thought so too, until I realized: the reason they're at the top is because that's where the part of the background environment is that your characters can't walk over. So putting the buttons up top means the characters will overlap with them only minimally.
Yes I'm well aware that warlocks are the male version of witches but I didn't want them to have to design a whole separate class for one character so yeah.
Well then one of two things should happen: make it so that the portraits are at the bottom but your characters can't all the way down, or find a better way to have all the portraits at the top, cause in that mockup it looks really clunky.
Last night, for the first time ever, I experienced a crash on the rock boss (I think it's the third map). I can't give too many details, but the party composition was Monk, Cleric and the next two I'm not too sure (it could either be Bard + Barb -or- Bard + Wizard -or- Barb + Wizard). It only happened once.
ok so can somebody explain to me why gamcenter hasn't/ wasn't enabled for the arenas? i mean yes technically higher level players would have an advantage, but wouldn't that be like the point, working toward getting the highest level? Or you could have only a set level to start with, but you get to equip your items
I'm pretty sure someone already suggested this, but im not reding the +100 pages of the post. I want to customize my characters, pick my knight and change its armor and hair colors, so i can have a very personal party.
Clerics attack raises his attack skill that he uses which is insanely useful. The cleric has an attack.... I read another comment about leveling past lv 30 it is so you can get more hp/att/def to get higher scores in the arena to get tier 9 items.
I finally obtained the Obsidian Soulcrusher for my last Knight, so my whole party (including those in my keep) have 9th tier weapons and armors. New items please?
It would be cool if, when you change your armor, it also changed on screen. Like the weapons do Also, maybe add helmets as an item to buff def
UI improvements and content updates I thought I'd chime in with my two cents, since I too find this to be a fantastic game and a concept that has great potential. I personally hope we start to see more games of this genre springing up off the back of this game's popularity and success. I'd also like to second the statement that it's this sort of game that should be at the top of the best-sold iOS games instead of Angry Birds. I'd like to give some small suggestions on UI/gameplay improvements and content additions that would go a long way to making this the perfect experience. Most of these have likely been brought up, so I'm just giving my own vote towards seeing the idea implemented. First is character portraits. I feel this is a must, but in addition, I'd like to see small icons representing buffs on that character, and in addition, perhaps small status bars indicating the recharge time of each character's special ability, since it's difficult to have to click around to see which abilities have come off cooldown. Alternatively, some visual cue on top of a character on-screen that shows when an ability has come off cooldown would be nice. This game begs for damage and healing numbers on-screen. Also, showing crits, damage/healing over time, etc. would be nice. The menus "keep", "merchant", "armory" and "academy" need completely reworking. It's way too many clicks to do anything meaningful, and I think you should design those based on real use-cases in the game. For instance, being able to manipulate items in inventory and equipped on characters (whether in party or in keep) should be handled without having to pop between two or even three separate screens. Academy should give the ability to scroll through all characters (again, whether in keep or in party) to spec them. There should be a much easier way of seeing the levels of characters. When a character dings a level, it would be nice to see what level they dinged, so I don't need to click through armory after each match to find out if a new talent point opened up. Also, being able to see character stats and how the items affect those stats would be a nice-to-have feature. Onto the content additions. I feel that one of the best ways to add another layer of replayability to the game would be to open up a hard mode of the same maps once the initial campaign has been beaten. You would take your existing characters into this hard mode. A simple way would be to adjust the damage and health numbers of the mobs. A more interesting way would be to also tweak things like movement speed, cooldowns, etc. In fact, you could add multiple layers of "harder" modes in such a way, opening each up once the previous has been beaten. "Hard 1", "Hard 2", "Hard 3", etc. This is actually already partially supported by the fact that there's no level cap. The next addition I'd like to see is that the "upgrade" button did what I was expecting it to do - add a +1 to the item in question. You could add the ability to "upgrade" as far as you want, but the cost increases each time. This is a great time-sink and would support the above idea of harder playthroughs. This is a simple addition to the game that doesn't even require you to add new loot. In the same way as upgrading a weapon would add to it's damage, or chest item adds to it's armor, upgrading a trinket would increase the value (whether it be percentage or flat value). You just need to balance the costs on those upgrades accordingly. On the content I'd really like to see, more boss fights are the number one thing. They're really a lot more fun and challenging than the trash and require fun coordination of the team. I'd like to see more bosses way more than more new classes. I'd really like to have 2 of each class available (2 x bard and 2 x monk, anyone?) I'd like to see "enchantments" as drops - something that would add an ability similar to a trinket effect, but to a weapon, for instance. Those are also nice for replayability, since you must continually grind for new ones as you upgrade gear. Finally, I do like the idea of a stats page that logs things like your fastest time to complete a certain map location, current number of kills, number of deaths per character, biggest hit/crit for each character... well, you get the point Anyway, these things are what I'd consider the biggest improvements that could be made with the lowest cost. Sure, showing different armor on your characters based on their items is fun, but it's immensely costly artwork-wise, and I'd much rather see that artwork investment go into different types of mobs or bosses, or into improving the current UI.
There are a lot of excellent suggestions being posted in this thread, its great to have a game developer that is willing to listen to the players. I know that you've been focusing on fixing bugs and adding new content, I just wanted to add a couple thoughts of my own on how you could add a little more replay value to an already excellent game. (I'll probably be repeating other posts but here goes) Add difficultly levels where you amp up the hp, dmg and exp gained from monsters. Make it so you can't play through "hard" till your characters are level 30+, Epic at 50+ etc... Add a boss arena, or throw bosses randomly into the higher levels of the arena. Allow the purchase of ATK and DEF points, after awhile the gold becomes moot because you just keep getting it and there is nothing to spend it on. You can make them obscenely expensive but it gives players something to shoot for. Allow the ability to add basic modifiers to weapons for gold, once again allowing us to use our vast wealth for a good cause. Just a few suggestions. Thanks again for a great game! **I really should have read the post right before mine, just repeating most of what they said** **Also, love the thought of having multiples of each character type but having two party members that can cast Song of Inspiration sounds like an endless loop of crazy**
I like the arena idea. Originally, I thought the arena increased in difficulty based on a multiplier of the monsters you killed, thus, if you were at 47 kills, the monster coming out would have all his stats boosted by 147%. Not sure how it is done, but maybe every 50 kills brings you to a boss monster coming out. I think that could create an epicness to the arena and maybe make the monsters inrease in strength slower.
Just to balance out what others have said before: I for one am not really interested in having the game turn in some kind of animated Excel sheet. I do love my stats and min-maxing and number-crunching, but not on this platform and not in this game. Especially with the kind of screen real estate available, it's already a tall order adding, say, character portraits, let alone having damage and heal amounts, icons for available cooldowns and statuses (crit, poison, fire etc) pop up in the middle of a heated battle.