There is/was an awesome game called Space Shock that is a space dungeon crawler. They kept messing with it though and experimenting with changing it to isometric. Now I think the project might be dead. Not sure. http://steamcommunity.com/sharedfiles/filedetails/?id=116458018
I've experienced random crashes too, I suspect it's a memory issue. It's nothing new, it happens all the time with demanding games. No biggie, re-loading the game doesn't take long. The only place where I cursed a little bit was after spending ten minutes fishing, caught 8 fish and the game crashed.... I like the game a lot, it's a little simplistic in places where just a little polish would have lifted the experience significantly, like weapon animations, damage indicators, and buff information on each character. The game also really needs a much better map. Another thing that I miss, is a hunger indicator. It really sucks that I have to wait until a character actually begins to lose health before I get notified that they're hungry... Some of this can be remedied in a patch, and some may remain wishful thinking, but it doesn't detract from the fact that you've made a really enjoyable game!
Hey first off fun game, I'm looking forward to the update where I can see enemy hp and damage numbers. Picking things up is also ages, I need to mash tap around the object. Stats are confusing - my party is level 5 I think and I'd been putting points into dex in the hopes I can hit more often. I've read this thread now and have found out brawn determines that Can we get a little tooltip when spending stats of what those stats do? What is dex good for? My rogue has about 20 dex but hasn't successfully disarmed any traps I can remember (I get hit by them and never see text to say one has been disarmed). She has spotted moveable walls though. Uncovering the map, especially on floor 6, is frustrating. Can the part be given at least a 3x3 map vision? Also the map really needs to show stairs and beds and fishing points and altars. Apart from the above, good fun so far shows promise. Please keep improving the game! And the puzzles - the game would benefit from more complex ones like grimrock. ---- Anyway I'm now completely stuck, went down to 9b and read the journal, but back up to 6 and have pulled all the levers and killed all the monsters but am missing a gold key for floor 6. Can't get into the center of the room either. The trapdoor near the center of the room doesn't do anything, and 9b seems like a dead end as I can't go down the pit. Anyone else stuck on floor 6?
Well, I bought it and now can't pick up the key from the ground in 2a dungeon. Pity the combat isn't turnbased nor sophisticated. You just pressing attack buttons then waiting for the cooldown. Will wait for update.
Look down - swipe two fingers against each other or turn traditional controls on. When looking down at the key keep tapping it and you'll pick it up eventually.
Are the hidden switches for the hidden walls always useable or do you sometimes have to go back with a new spell or something? Still can't find anything like a hidden switch for this one.
Also more suggestions - Saving should take you back to the game, I thought the save button was broken first few times I used it. Spells need animations or particles or something - things like stun have no indication they're doing anything. A turn indicator (little progress bar that fills and resets automatically) would be great. Buff/rebuff icons with a number of turns left on them would be great also, on heroes and enemies.
Hidden switches have a slight outline, and they glow a little when you press them, to show you've done something. Sometimes you need to press a couple close-by each other on different walls.
There is a hunger indicator for each character. If you click on their portraits to get to the inventory screen, you will see two vertical bars. I believe the green bar is hunger, and the yellow bar is XP.
Also, another bug while I'm on a roll. Arrows don't deplete properly. I start a fight with 58, fire some, miss some, then end fight with 58. Here's the kicker: Just quit my game, started a new party, picked up 10 arrows and now my brand new party has 68. Did this memory value not get reset betweens switching game slots? Edit: gold carried across, as well as fishing rank lol
It does seem a little confusing as well. I had assumed dex (or some combination of dex and brawn) would be used to calculate To Hit. It makes rogues a bit wasted really, because if I had to guess, trap disarm success is probably based off Saving Throw %, which means that a good rogue needs Int as well! Would love to get some feedback from stevejarman on this.
Must be linked to the bug he said he introduced in an edit before submitting to Apple. That is pretty funny that you could cheese your way to a ton of arrows with 2 save game slots.
Started a new party with max brawn on everyone. Going well so far, missing FAR less attacks than the default stat build you get if you don't allocate points yourself. Disarm should really be agi-based IMO. Screw int on my rogue - she's a frontline fighter with brawn and agi for AC and vit
Another game-breaking bug: hit the menu button while you are rotating. You'll end up at a non-90 degree angle and will be unable to do anything except for reload
That's a good one. I saw that most action buttons grey out when moving, but didn't try to hit the menu.
What do you think about this party? The only issue that I foresee is getting a second weapon for my frontline shaman in the early game. Is there one they can use besides the warhammer? Note that I was also able to confirm having 29 arrows in my new game that carried over from save slot 1.
Can anyone help me out with the spinning color wheel puzzle on floor 4? I suck at these and I don't have hours of game time to mess around. PM me to keep this spoiler free.