It took a couple days longer than I thought but 1.2 finally submitted. Should arrive in a few days. Complete changelog: -Online highscores : global top 20, also top 20's for each class. Note, due to change in score calculation, no chance to submit 1.1 scores. Sorry. -Extra statistics recorded during game : turns played, damage dealed, damage taken and total monsters killed. -You can check the items player possessed and statistics later from highscores (applies to online scores too ) -Directional movement -Shadows for items and monsters -Mystery Object room shows names of top 3 players. -Some UI polishes -When game ends, a dialog showing game details is shown. -Access to help and settings during game. -Fixed a bug in item placement that prevented some higher end items from generating. -Double tap items to use (in backpack) or sell (in sell dialog) -Change in game mechanics : using an item uses a turn. Uploading some screens later today..
It's simple tap near edge. D-pad is an interesting idea, I'll test it. (Could make a good combination with current directional movement) Any other control scheme ideas are welcome too, I personally prefer the original controls but maybe I'm a bit biased
I just went ahead and bought this! Can't seem to resist all these rouge-likes I have had a crash when I check shomething at the shop, choose just looking, then click on an item to either side of the item. Have been able to replicate it a few times now. Other than that, the rest of the game is just fine. Some things I would love to see added: -Shrines that you can put items in and they appear in your box at your home in the next game -Pets of some kind -Relics, you know have extremely rare items that have names and multiple stat boosts. -Have missions you can accept from the shopkeepers and maybe ghosts of fallen adventures, for extra experience, money, or really rare and powerful items. -A challenge mode where you are thrown on single floor missions pre-equiped with just enough items to survive, and you get to keep one item from these challenges to use on your next play through of the main game. Just random ideas of the top of my head. -
Zztfox, great ideas! I tried to replicate crash you mentioned but couldn't make it happen. If possible, please send crash reports via iTunes - I personally can test only with 3gs and 1st gen touch so any reports are welcome (I've only got one this far...)
soulinhki, Looks like an incredible update you have coming, cannot wait to see it go live! The leaderboards will be great fun, competition between dungeon divers really helped out RT last year. Sorry I have sort of disappeared for a while and never got back to you on our roguelike discussion, things have been a bit out of hand here lately I've got some interesting thoughts coming your way very soon... don't forget to check your e-mail occasionally
here's what's new in 1.2 -Online highscores -More statistics for scores (turns played etc) -Optional directional movement -Access to help during game -UI polishes -Some bugfixes
Wow, after being a week in review queue, 1.2 was approved in just 30mins There appears to be couple issues still (Just noticed that honorary pictures in game show names of ranks 2-4, not 1-3. ) 1.3 is already in development and as promised it will add new content as well as new gameplay styles.
My request for 1.3 would be to open up the touch areas for your directional movement. I need to tap *way* to close to the borders of the viewable area in order to make my character move that direction. How large are your hit boxes now? I'd recommend dividing the screen up into blocks about 106 pixels wide, and 160 high for each of the 8 directional touch zones. That would make the new control method much better!
CommanderData, good tip. As now, they are quite narrow, about 60px if I remember correctly. I will propably make a 1.2.1 release this weekend to address a few bugs, sounds like a directional movement needs a bit tuning too.
Cavern status update: 1)Highscore server code was updated today, it should be much faster now. 2)Amazingly, 'Otto' beat the game yesterday with all three characters 3)I spent hours yesterday to fix memory leak problems - this should solve slugginesh some have reported when playing long sessions. 4)Next version will include among other things: *15 cavern levels *There will be a bunch of new items *About 5 new monsters *A ton more secret doors and rooms to find 5)No, the Lite version is not dead, I've been just super busy. 6)Working on controls...
1.3 is in testing and I'll probably submit it today or tomorrow. Changelog for 1.3 -Bunch of bugfixes -Mystery Object can't appear on corpses, also highend stuff is less likely to appear. -New monsters and a few new monster attacks -New items -Game spans now 15 levels instead of 12 -Balanced later levels which were a bit too "generous" in 1.2 -Rewrote graphics engine, should be much faster now on older iphones and touches. -Secret doors can appear in cave walls too -Hidden triggers, beware! -Ambient sounds (togglable) -Fixed a ton of memory leaks Next in line is Cavern Lite and some promotial stuff.
Just got space miners and then I noticed there was a rogue-like that fell off my radar (this game). Checked out the thread in its entirety and it looks like the dev is quite dedicated (like most rogue-like devs actually). So... instant buy! Impressions coming later.
I don't know how I missed this game until today. But if CD and LG are both playing it and seem to be liking it, I am game. Downloading now.