At the end of defeating all enemies if you just used the current graphic and sound effect..... that you get when you pick up a gold pile..... for any leftover gold piles that should be enough, and it would feel pretty satisfying also. It would only need to be noticed once by the player and then they would realise that it will happen at the end of every dungeon. EDIT; Okay, that is what is happening. Edit; Well almost. The gold collection sound seems to be different. Not quite as pronounced?
I dont know if it has been asked before but any chance of implementing an undo turn option? A couple of times I miss-tap and just want to take that turn over again. EDIT; Actually just an undo last movement is what I'm suggesting. Undo last turn could lead to exploting the gameplay.
Got a question. In regards to Divine Blessing. How do you get Divine Knowledge, Shield of the Gods, Divine Strength and Primal Fury? These are requisites for some blessings. Also, when tapping on the next hero button, while the camera will centre on the character, I would also like to see some sort of highlighting to distinguish the selected character. This is especially needed if you have two or more of the same type of characters in your team. If you actually tap on the character instead it will show a yellow arrow. Perhaps that could also be the case when tapping the next hero button? Another thing.....When you don't have the view zoomed right out you cannot see some of the enemy when it is attacking. It would be nice to have an option to have the camera centre on the current attacking enemy.
Sorry for late reply ... had a family health issue last week that took up a lot of time. Everything is good now in that regard. I've changed it a bit now so that the "Leave Area" button now says "Collect Gold & Leave Area" and the gold pick up occurs only when you click the button. So I'm thinking that should be fairly clear to the user.
Yeah, you can actually retake a turn if you really want to by going to the menu and clicking "Load Last Autosave" so the option to redo the turn is there, actually. It might be easy to exploit but because it forces a redo of the whole turn, I don't think it's that bad. Usually in a single turn, some good stuff will happen along with some bad stuff so retaking the whole turn will usually just mean a different mix of good and bad will happen. It would allow you to redo an accidental move or something, though.
Those are just other divine blessings. So some divine blessings require you to evoke another blessing first. So the cheaper blessing is a prerequisite of the other one. hmmm ... I didn't realize that the indicator marker didn't shift to the active hero when clicking on the Next Hero button. I'll look into that and see if I can fix it. That option was there briefly during a previous version. I didn't like it that much because when on, it meant that the camera jumped around a lot on busy levels with loads of enemies. So I just removed it. I'll take another look at it and see if there's some way I can make it work without the jumping around effect.
Hey guys, sorry for the delay in getting out the next update. I'm waiting on an artist to finish up a new icon for the game but will hopefully have that ready tomorrow. In the mean time, I did a refresh on the Minotaur model and animations. They both look way better. The minotaur is a cool character class let down by a mediocre and overly optimized character model. His animations always looked off too. So here's the new design that will be in the next update: minotaur v2 wip by Rajpreet Dhillon, on Flickr
Hi guys, I just want to ask if I should buy this game if I'm interested in a game with deep story. I felt like this game is like Dragon's Age. Thanks!
I'll be honest, I don't think this game has a great story. It has a similarly dark / serious theme and setting like Dragon Age but there isn't an epic narrative. It's more just your party fighting on the side of a dwarf army trying to retake an old, underground city from various enemies. Demon's Rise 2 has a more compelling and interesting story though it is from the villain's viewpoint. The next Demon's Rise game (temple of shadows) will be much more narrative / story focussed and from a typical hero's perspective.
Raj, that was a great read with your interview with Shaun. (I have to post here because for some reason I am unable to post in that thread?!). It was really interesting to read more about you. I think it was very fitting for TouchArcade to do an in depth interview with you because you and your games have received a lot of appreciation and feedback from the TouchArcade community. I guess us gamers are very lucky that you don't need to rely purely on the income from your games to fund your lifestyle and game development. If that was your only income I think we would not be seeing such incredible games and support from Wave Light Games that we are currently seeing. Unfortunately it is a very savage market out there (especially in the mobile sector) and high quality games for a decent price are a rare find. There are so many "free" games out there that it is so very hard for developers such as yourself to get the marketing recognition that you desperately need. Personally, I want to sincerely thank you for what you are doing. You are developing premium games with no iap, pay to win, shenanigans. And it is being done with tactical turn based rpg's........that just happens to be my favourite gaming genre. # I look forward to supporting you in any way I can (including purchasing every single game you release) because you deserve it. Now back to DR1 so I can finish it and start DR2. #
Another idea Well a good business model for you would be the one they are using in guild of dungeoneering. Start the game with one price, make the dlcs free, but the price goes higher for new users. So start the game at 4, then every time you put new classes or levels, raise it up a bit. I find this rewards early backers of the game, but does not immediately penalize late backers, since they are paying more, for a bigger game right from the get go. By the way, the interview and spotlight here at TA is totally deserved, best of luck for the future, your games are now insta buys for me
Hey guys, I just submitted the next update to Apple. Hopefully they approve it soon. It fixes the bugs where it crashes on level 32 onwards and the shop now showing the item quality button. It also adds a new character model for the Minotaur (with new animations) and new animations for the Half Giant. So some cool new things in the update as well as bug fixes. Lastly, it includes a brand new icon so let me know if you guys like the new design or not.
Thanks a lot. Glad you liked the article. I actually did follow this model. Demon's Rise was only $2.99 at launch and later increased to $4.99. Speaking of which, after this update lands, I'll be increasing the price again so if anyone is sitting on the fence, I would pick it up now.
Thanks for the kind words. It was a really fun experience talking to Shaun. He's a really fun guy to talk to and is really knowledgeable about the industry. Yeah, I'm really happy that I don't need to earn a living from these games. Though, that being said, I'm impressed at the jump in earnings from having 1 game on the store to having 2 and a bundle of both. I was making about $400 a month from the first game but both games and the bundle are now making around $100 a day, which is fantastic. I'm going to try and release at least 3 more games this year and launch on more platforms and I'm hoping to see a healthy increase in revenue. I will also try some free with IAP options like those done by the Tress Brothers where you can download a free version that has the first 4 levels unlocked and the rest can be unlocked with an IAP. Here's the new minotaur and a gif to show the new half giant animations: minotaur v2 wip by Rajpreet Dhillon, on Flickr Half Giant New Animation by Rajpreet Dhillon, on Flickr
It was that decision by the Tress Brothers that actually made me purchase Templar Battleforce on iOS. I had the game on my pc but I hardly spend time on my pc for gaming these days. When it came to iOS I was hesitant to spend more money to purchase the game yet again. However when they decided to allow you to play the game for free for the first few levels, I of coarse tried it. Once I did and saw how good it worked on my iPad I immediately bought the game. I really think that allowing people to experience your game for free for a limited time/turns and then make a one off purchase to unlock the whole game is a great way to market a premium game. If for nothing else I think it is the one type of "free" game that people who hate free games actually like. #
Ever thought about standardising your exit current screen icon? The following are currently the icons you have to tap to exit the current window; Blacksmith - "Leave shop" icon. Temple - Back arrow icon. Manage inventory - "Leave room" icon. Temple - Back arrow icon. How to Play - Cross in top right hand corner. Game rules - Back arrow icon. World map - "Exit" icon. I know it's no big deal but it can make you look twice to make sure you are tapping the correct icon. Perhaps just a back arrow icon for all screens?
Yeah, that is a valid point. I'll put that on the list of tweaks. New update should be available now. The game also has a cool new icon so let me know what you think. The same artist is doing a new icon for Demon's Rise 2 now as well.
Cool ... thanks for the feedback. The same artist who did it is now working on an icon for Demon's Rise 2. Hopefully he does an equally impressive job. Can anyone confirm that the level progression bug is now fixed? Also, the shop now has a button on the top left that allows you to see both cheaper and more expensive items.