For marathon scanning, it would be nice to have a button at the bottom of the screen that says drop & scan new barcode. It would bypass the confirmation screen of really wanting to drop the item and not require you to press scan barcode again either. Or you could disable the confirmation screen in the options menu. Saving clicks when repeatedly scanning just makes it more convenient. Thanks for being such an attentive dev!
Ok e3pilot, I added repeat scanning mode (see pics below). The icon isn't the most explanatory, I'll have to brainstorm how to improve that. It does however do exactly what you want, and is definitely an improvement. Toggle it on and you will disable any prompts. Select Equip, Add or Drop and (with repeat on) it will immediately return to the camera scanning scene. It works really well for scanning a lot of items, great suggestion! I'm glad I could get it included in the coming update.
One more attempt here, I moved the toggle button to the camera scene instead. It seemed to make more sense to be there and there was more room to explain it's function. What do you think?
The update just got approved by Apple and everyone should start see it shortly on your devices. I can't wait to hear what you think now that the whole game is there. I'll be submitting another update shortly to get all the new features approved.
Loving it. The heals are helpful, but not as powerful as I assumed they'd be -- good balance. I'll need to start a scanning session soon. Quick bug note: the heal effect of antidote seems not to be working. The removal effect does, however.
Awesome, thanks! You are right about Antidote, I tested and confirmed what your report. I am submitting the next build tonight and included the fix. Thanks for letting me know!
Healing has another bug, when healing near max health. I picked up two hearts on level 1 and had 52 health. My first card played was energy catalyst which heals 6 health. Instead of healing me, it reduced my health to 50. I took some damage and played the card in a later fight when I had 46 health. It only healed me up to 50 heath. So either the card needs to be adjusted ( to indicate it will only heal to max health) or there needs to be an adjustment allowing over max health.
Thanks for reporting that, I already submitted a fix in the (pending approval) v1.2 update. Healing should max out at 50, the health hearts in the dungeon are uncapped right now but should max at 50. How are you liking the game now that the healing is working?
Still finding the game to be extremely tough. Even with all legendaries and healing now working, I still can't make it past level 6.
Tough is ok } The games aren't supposed to go on forever and to be brief and mobile-friendly. Does the difficulty curve seem fair? Would you adjust anything in particular to make it more fun?
One option that could help would be to add a modifier to increase your AP by one for a turn or two. With most legendaries, there are two cards that require 3AP each. Inevitably, you end up with large percentages of turns where you have a hand full of them but can only play one. As a result your opponent is dishing out 3-6 damage while you're stuck doing 3 or less. I've even considered dumping legendaries for epics just to get more 2AP cards but that workaround would seem strange.
Ah, I get it, thank you for explaining it so clearly. Maybe some card tweaks will help the "late game". AP increasing cards exist but not many of them, maybe that should be more prominent. I'll take a look at that scenario of damage imbalance, because I definitely intended later monsters to be able to stack effects against you. It's be more fun if you could keep up though. As for AP distribution of cards, here's how the Legendary card drops are determined for an item. Legendary - 1 Legendary, 1 Epic OR Rare, 1 Rare or Common I wouldn't want to penalize you for having good gear, I'll work some balance experiments and get back to you. Thanks!
I've got it!!! I was looking at my card spreadsheet and getting ready to make some major changes to the cards, which I was kinda hesitant to do. I was talking to a friend and I think he came up with an awesome and simple solution to your issue. I'm going add a gem "drop" % chance for different enemies, with a maximum player action point value of 15 (a 3 card legendary hand). If you pick up a dropped gem, very much like a health heart, your AP will permanently increase by 1. This gives you a reason to kill more monsters on a level, and as you approach later levels will be able to deliver more damage. It's a kind of simplified experience system and will be easy to add. I also think it fits the current design very well. What do you guys think? I'm pretty psyched about it, gonna get right on adding it tonight when I get some time.
That sounds like an amazing way to make deeper exploration possible! As it was, there was no motivation to clear a floor of the enemies on it. A single AP could mean the difference between struggling to survive to floor 6 and surviving to floor 7, whereas a cap of 15 AP would make it very reasonable to go much further. The other option would be to add the gem as a bonus for clearing a floor. Players could attempt to go without it, but the value would be pretty great and hard to pass up. If that's too easy, you could give it a percentage chance to drop either health or the gem upon completion of the level.
Thanks for collaborating with me on this, glad you like the idea I implemented it last night and just need to tune the drop rates and max AP. I realized 15 is going to be too high. What happens is you get enough AP and then you don't have to make choices anymore, the game deals you 3 cards and you just play them all without thinking, it gets pretty boring. I think around 7-10 might be the sweet spot as then you can play a 3-3-2 hand or a 4-3 hand, etc... What do you think of starting with 4 AP instead of 5? I'm trying to widen the progression scale a bit if the max is something lower like 7.
Very good point on the 15. That's too high. If you reduce the AP start to 4, it penalizes legendary cards. Against any opponent where they can reduce my AP to 4, I have to just end my turn and take a beating when I have three legendary cards. I think capping at 8 makes the most sense based off the current card setup. You could play a legendary card and a 3 AP card (most common card you have if you use legendaries) or two epic cards. Arguments could be made for 9 too since that would allow you to clear out the triple 3-AP hands and get in some more choices. 10 gives the opportunity to play two legendaries which would be sweet in its own right. Any of those three would work, just may consider how they drop or what level they become available.
I don't agree that the game is that tough, I'm currently on lvl 19 with just three or four legendaries equipped. The key seems to have enough damage reducers. I use them to get time to heal against easier opponents and to deal dog to the tougher guys. What I miss in the game is some kind of levelling in the dungeon. XP could be used to lvl up your heroes AP or card draw (some % chance to draw an extra card). That way you would be able to go deeper into the dungeon.