Definitely better than limiting the shop. Couple of things spring to mind though: - that's pretty much going to decide what weapon you use. Unless the weapons with additional attacks are so terrible in other stats that it's not worth it. Lose:lose - what about characters that can't equip weapons? They're already at a disadvantage due to being one slot down Would you consider anything along these lines - cap the max number of attacks by level. So you can equip what you like but there's a ceiling until you reach the next level/ category of Max attacks - have additional attacks as a product of increases in level. I've noticed stat increases are random - not my favourite concept - but could have core increases for attacks at certain levels. - combination of the two. I like at the moment being able to play around with different equipment sets up. As soon as you introduce the concept that's there's clearly only one option for certain slots it really makes a game lose a dimension.
I was thinking of tweaking the cost formula to make weapons that give extra attacks more expensive. Yeah, they do have a disadvantage by not being able to equip weapons. Not really sure what to do about them to be honest. Perhaps allow Golems and Tree Giants to use great weapons and perhaps walking cannons to use dual weapons? Capping attacks is definitely an option. Doing so by level is a cool idea. Perhaps something like maximum attacks are equal to level divided by 2 rounded up? So a level 10 would get 5 attacks maximum. Might be a bit too harsh since a level 4 would be capped at 2 attacks. I'm going to see how the new items work for a while and then adjust if it still doesn't work out.
Level/2+1? Then even at level 1, you can have two attacks. Which makes sense for fast chars like the Duelist, Assassin, or Samurai. With fixed equipment tables, you could easily add class tables for them. E.g. cannonballs and powder for the Cannon, flail or morningstar branches for the Tree, and huge and heavy hammers or polearms for the Golem.
Still takes away any option other than the weapon that gives extra attacks. Why would choose anything other than the weapon with attacks. Or you give attacks to all weapons. Or a third option as you say to do level cap max attacks. Can be a formula. As above + 1 or 2 to address slower lower levels
Hi Dev, came to this late, downloaded yesterday and now several hours in and really enjoying the depth and gameplay. I apologise if this has been asked before but is there a website or link to a more in depth guide to the game as a whole? Things like are there racial modifiers at all (dwarves with elves on same team etc)? Also, I am gathering some very attractive loot but I have no idea whether to keep or sell (white magical powder.....um, ok) Anyway, -all said and done, this game is remarkable and I would happily pay for more DLC in the future. Many thanks.
Thanks ... glad you're enjoying it. I do think an in-depth game manual or tutorial is needed. Just haven't had the chance to write one yet outside of the basic 5 pages that come in the game. I actually had an offer from a fan to write a game manual so hopefully I can work with him to get that done. I'll then put that up on the game website. There is the News section of www.wavelightgames.com that does feature some more in-depth articles. I'll definitely add more there over time. No racial modifiers for having different team compositions within the same team. Good idea though ... might be something to explore. There are definitely a lot of tactical synergies between characters so there are some combinations that are more than a sum of their parts. Regarding the loot that doesn't have a stat effect ... it's just worth money to the vendor. Some of it is almost worthless and some is very valuable and will get you a lot of gold.
Hey guys ... just want to let you know that there might be a bug with the Pyromancer's first ability (cloak of flames). I think using it near the end of a level causes the next level to load with unresponsive controls. I'm not 100% sure but validating on my end. If anyone has a pyro in their team, I'd suggest avoiding the use of his first ability.
Made the following improvements to the UI and they seem to be working nicely: - Dynamic camera that moves with the active enemy or the active character. Also follows a missile when fired by the enemy. Move the camera to the selected / active character at the start of a turn. Can be turned off in the options menu. - The character portrait in the bottom left of the HUD is now a button that will go to the next character that has not yet moved. Allows players to quickly jump / select to the next character and make sure they haven't forgotten to move one of their heroes. - Inventory button now shows up in the game and allows you to view your inventory during a battle as well as character stats. You can only move inventory or equip / unequip it once all enemies in a level have been killed. - Characters (player and enemy) now swing their weapons or make a dodge move when dodge an attack. This looks really cool and basically looks like the character parried or dodged an attack. Also makes melee look a lot more interesting and realistic. - Adjusted the bloom post effects to look better and have better performance. - Adjusted magic items to reduce the number of extra attacks they provide. Generally, only weapons give extra attacks. The above changes will be in the 1.3 patch, which is the one I will submit to Apple after they approve the 1.2 patch that has been sitting in their queue all week. I'm going to scale the inventory window up since I noticed that there is some room to make it bigger on iPads. Not sure what i can do for iPhones ... we will see. Otherwise, are there any other really pressing concerns / improvements that people feel are needed or should I focus now on adding more levels and getting the first content pack out?
Yes, forgot to say, I also posted a review on the App Store. These updates look epic! By the way, I am running this on an IPad 3 with no issues or slow downs.
Anxiously waiting for Apple to release the patch and then anxiously waiting for the next latest patch to be released. Thanks for being so responsive to people here and also for making such great improvements. This game has to be one of the standout releases this year! If for nothing else it should be a shinging example of how game developers should treat their customers. You have won a great deal of goodwill in this forum and I hope you will rewarded for all your efforts.
Yeah, I'm sorry about that ... there isn't enough of a warning to the user when they are overwriting an existing save. I'm going to add a big flashing warning text or something in that situation.
Thanks ... appreciate the support. I'd love to build as strong a base game as possible as I'm hoping to use this build several variant games. I wish that I could get the game noticed more. Was largely ignored by Apple and most review sites thus far. I have to push harder on the promotional side of things but I want to get the bugs and main control / scheme UI improvements done first.
Also, I think I fixed the bug where the game doesn't end if you mind control the last enemy on the map. Will be in the patch ... if Apple get around to approving them. I'm so frustrated by their review process.
Loving it so far. Amazing game! Just love it!! Yes, there are some weird issues, at times, that are being ironed out, and it's all well worth it. BTW: Centaur and Gnome rock! I hope added levels, dungeons, etc. are added via in-game currency. I want to and should pay for it. After all, I feel like the asking price for a game on this scale is extremely low. It is easily one of the best games of the year on my list.
I was thinking of adding a pirate character actually ... possibly a ninja too. ;-) However, I don't think I have access to enough 3d pirate characters for a full game. I have a male and female pirate both armed with a cutlass and pistol.
Thanks for the kind words. I think I'll stick with the extra levels being free. Probably not the smartest financial decision but I said it and I'd rather not go back on my word. Thankfully, I still have the day job to pay the bills. I do hope that I can eventually make this and subsequent games successful enough that at least one of my team can make it a full time thing.