Not sure how hard this would be to implement, but I was wondering if items picked up during battle could be stored away for later use? There is an item icon, but I am still trying to figure out the practicality of it. Maybe, you can spend one action to use an item?
hmmm ... having a set of slots for collectables would be interesting. The problem is that it would add a lot of complexity. For one, when a character picks up a collectable, I would have to have an option to either consume it right away or store it in a belt / pouch. Then I'd need to decide whether each character has their own belt for collectables or if it's shared with the group. Then I'd have to find a space in the GUI for it and track it from level to level. It would be good, but I'm honestly not sure if the added work / design is really worth it from a gameplay perspective. I've thought about it before and kind of figured that collectables are just tactical considerations more than anything. Still not 100% sure about it either way ... what do you guys think?
Hey guys, I've gotten a couple of bad reviews (and one guy in particular that seems really bent out of shape on it as he updated his 1 star review) regarding the crashes that happen occasionally on 1GB devices. Devices like the iPhone 6, 6+, iPad Mini 2, iPar Air 1, etc. The "Low RAM Mode" is meant for these devices as it compresses textures and disables extra graphics options so as to conserve ram and therefore reduce these kinds of crashes. Now, the issue is that I left this as an option because I didn't want to force players with these devices to play in Low RAM mode. The annoying thing is that some of these devices (the Air and iPhone 6) can easily handle the graphics options at full or near full but they struggle with the RAM. Apple, in their wisdom, put good CPU / GPU's in premium devices and gave them very little RAM. Now, I'm thinking I should turn this option on by default for 1GB RAM devices. Then if the player wants to disable it, he or she can do so in the options but when they do, they get a warning message. What do you guys think? I'm also looking into some further optimizations but those will take time as they require a considerable amount of code re-write.
Maybe that's a good idea give them a heads up. I would do that for lower end devices. The game runs flawless on ip7 plus. I know this is off a tangent but can you add some DR1 chars to 2? Like the void dragon or canon? I just left a five star review
Hey guys. If you're on these forums and haven't left a positive review yet, please do so. It literally takes seconds and if you can't be Bothered to write something just give it the appropriate number of stars. What I like about people on this thread (amenbrother, nullzone and many others) is we all appreciate premium games and interactive devs and are Partial to RPG and strategy games. So let's do our part to show our appreciation for WLG and DR. I know many of you have reviewed already but let's give another push to get the good word out there. ��������������������
Yeah, providing some sort of notifications is a good move. I didn't know that there is a Low RAM mode until I your post a few pages back. I don't notice that much difference when I changed to the Low RAM mode except for the in-game text which is noticeably blurry. If the Low RAM mode can be made to not make the text blurry (first impression matters) then I reckon making the mode the default is okay.
WLG sorry about the bad review but I just want you and fans to know that I been on a demon rose marathon. I beat demon rise 2 went back to DR 1 created a new team and loving the void dragon with pyromancer area of effect damage. Please consider porting over the void dragon or canon
Sure, I'll port over some dr1 characters. I'm thinking of adding them as rewards for finishing the game.
iOS 8.x and higher compatibility Hi again WaveLightGames, Thanks for your input, all we ask is for you to keep us informed on your process and decision regarding this issue so that we may not be waiting in the dark in light of false hope. We understand that you're working on some extra content and such, which is great, but if you do plan to investigate firmware compatibility, I suggest it be done before implementing/adding new content because it'll be even more work and testing required if you decide to do it later. The longer we wait, the longer we can't buy and play your great game.
dev, love the game but please fix the hit chance ratio. i get more hits on lower chances than higher.
That's kind of odd. Are you saying that your characters with high hit chance miss more than those with low hot chance? If so, I'm not really seeing that on my side but I'm happy to take another look at the hit chance calculation. It's only like 2 lines of code so isn't really that complex.
yeah, when i have a 40 - 60% chance to hit i get the attack, when i have an 85% chance i miss more often than not. i am playing on an air 2 latest ios
Hey guys, here's whay I'm thinking for a reward for completing the game. Once the player completes the campaign, they unlock 5 new character classes that become available in the new team build or team reselect screen. - the big monster from level 30 - the void dragon from dr1 - the walking cannon from dr1 - the snakeman from campaign 24 - the frogman from campaign 25 Thoughts? Since those characters are already done, adding them would ve very little work. I would have to create a few more abilities for the frogman and snakeman.