First off, thanks for your reply and for the gameplay link, very useful for getting a feel - I will download on my iPad when I get the chance. Just as I said in my post above, I'm using my 6S a lot more than my iPad these days so would be good to have this on it. And if it helps motivate you in to making it universal - I can safely say I've seen a lot more convoluted layouts and control schemes fitted quite comfortably on to a small screen - most recently, the 9th Dawn II dev has done a fantastic job of shoehorning a complex RPG inventory and character management system on to the iPhone. As well as a twin stick control system. Where there's a will and all that....! # And just to add my thoughts as I've had this discussion on another thread in the last 24hrs - having multiple control schemes (touch input, twin stick, stick+button etc) gives the consumer the flexibility to choose what works best for them. All too often you read comments saying someone has been turned off a game because the controls are too this, that or the other. Touch screen devices are the hardest platform I've ever seen for developers to nail a control system for and from reading various user experiences with various games over the years, one thing stands out - everybody has their own preferences. I appreciate I've yet to actually try the game so I certainly won't pass judgement just yet! Looking forward to giving this a try now - I will say that typically my preference is a turn based roguelite but this looks fun and deceptively deeper than my first impressions based on just the screen shots. However I end up feeling about it, hope it does well for you.
So this developer is lazy that he didn't optimize the game for iPhone and 9th Down II's developer is great because his game is iPhone only? Yeah. I'm with you on this one. You are definitely a lazy person. =) @eyehookgames I missed price at first when I was on "buy full game screen" (upper right). Maybe you can write that down in "Purchase" button or under. It asks one more time via Apple interface thing since it's IAP but you know... I'll post my opinion about the game after couple of hours solid playtime.
Err......9th Dawn is universal.........so yes, this Dev is lazy for not optimising for both devices......! # It was only meant as a light hearted dig and to highlight to the dev that he's currently excluding a large proportion of his potential market. I'm not saying 9th Dawn is flawless or that it's the pinnacle of RPG genre gaming on iOS.....but you can't deny (assuming you've played it) he's done a fantastic job of shoehorning the controls and character management systems on to such a small device.....and produced a cracking full flavoured RPG experience to boot. I'm not directly comparing Cursed Loot to it, just commenting on the possibilities and my disappointment that I can't currently play this on my favoured device. Anyway, enough derailing of the thread from me - I've said my piece and the dev listened and acknowledged my comments - and that's good enough for me. Beyond that, it's entirely up to him what he wants to do and whatever he chooses, I wish him good luck with it.
I thought 9th Dawn scales resolution from iPhone version to iPad. I didn't know it has full iPad (resolution) support. My bad then, sorry. BTW no, I haven't played it yet but I never blamed these kinda developers(small studios, one man teams). So yes I can't deny the work. However I do blame the rich ones with full of resources and man power when it comes to this stuff. With my second sentence (starts with "yeah. I'm with....") I was trying to say that why don't you try the game first (you said you even have a device) then come here and express yourself about lack of iPhone support? I know you were not super serious about lazy developer thing but hey. I'm gonna stop here too and be back with messages related to game tomorrow. Good night, take care.
Congrats to Igoo for being the first to survive Cursed Loot on iPad! Awesome! First entry on the leaderboards!
Fun and well made, I am not a big crawlerogue player but this is the kind of game you keep on your device for a long time. And special attack/trait combined with stats and level of difficults offer a good amount of try until achievements.
What are the Sapphires and Rubies and other jewels for? I tap the use button, but can't see that anything happens.
Yep, gems are currently just vendor trash. Although, you have inspired me to make them a bit more interesting... I could do something like Diablo 2 charms with them. Hrmm...
## Also on my wishlist: Separate save slots for Easy, Normal, Hard, and the option to drop items instead of destroying them.
Nice game, lose the wavy effect, tweak the movement controls they aren't great. Other wise worth checking out.
Played a few games of this yesterday on my iPad - lots of fun! The pace is a bit more frantic than expected - definitely keeps you on your toes. However I also want to add my vote for this to be Universal so I can play on my iPhone since I usually don't have my iPad with me.
Thanks for the feedback, everybody. I'm getting started on the 1.1 release, and I think I'm going to pretty much focus on the controls for this release. I've added a virtual d-pad (as an option), and I am now looking into how I can improve the touch controls. Universal support is on the list, but that is going to take a lot of time, so please bear with me as I try to get everything else tightened up before I launch into that.
Good to see you transition over to IOS. Your games were part of a very SMALL group of games that were worthwhile on the Xbox live indie scene. I hope you consider making a dungeon crawler for PS4 - we don't have many on that platform
I died at the 36 floor on my first try, normal mode with the thinkerer. Progression was regular but near the 30 mobs start to hit like truck and I was trapped with low-life and no potion. I find the orb very strong at +10, if you stuck it in a hallway it can handle many mobs, and the explostion is a lifesaver. Health regen is nice but until 6 it's slow, more like a helpfull HoT. Keep your armor/weapon scroll to upgrade and avoid spending money for gear. ... but use the super mario minigame to farm gold if a gobelin shop got interesting gear too! I use to spend point in luck but I think Def/Att/Hit is better, I died with 60/50/25/25, next I will try another focus. The game seems simple but you can find different gameplay (control/burst/sustain etc.). And a request : would be cool if the "floating cloud/air elevation" potion let pass on poison/lava hole and fire trap without being hit/poisened.
Levitation *should* protect you from poison and lava vents. If it isn't, that is a bug, and I will fix in the next release. Oops!
FYI- iOS 9.3 causes some graphics issues with Cursed Loot. I'm looking into it and will try to get a fix out as soon a possible.