Heh yeah, I had a few disappointments recently on iOS games, this one was a pleasant surprise for me. Now only if clicking on things were easy !
Holy crap... Bought it and loving it. I can only imagine how this would sell with better art/graphics! Amazing game still though.
This was mentioned somewhat earlier but there's now a wiki at http://dream-quest.wikia.com/wiki/Dream_Quest_Wiki. The main difference between now and a couple days ago is it now actually has useful information. There's still some basic info to be added, and it'd be great if people help out with some strategy tips.
I've got about 70 deaths and have made it to the third floor boss twice now. Just had a Chromatic demon down to 4 health after my poison apparently got halved, but it was a fun run. I've only unlocked one class so far but the wizard and thief are my favorites I'd say. I'm finding poison to be quite useful after stacking it enough, especially if paired with some defensive cards to help take a few hits.
Holy shit, those guys at pockettactics sure are highly critical and absolutely devastating in their comments and especially giving ultimatums when it comes to games (eg. I will never try this game regardless of how great anyone says the game is until the artwork is better). I also find it amusing when some said that they feel cheated that the dev tried to sell the game at that price with such half-assed art. The ironic thing is, they are totally unwilling to give a game with excellent and highly replayable gameplay a try while still never paying for it, whereas they are more often than not willing to pay for a game that looks absolutely beautiful but with horrible gameplay, and then only claim to be cheated by it but after only paying for it. Either way, I hope you don't get devastated by the criticism and just take it as it is, and keep working hard on bettering this game. ^_^ There was also a post where someone said something about if this game were in a convention of sorts it would be difficult in getting testers sitting down to play or stuff. I think ironically, due to it's utterly horrible artwork, more people would actually come by out of morbid curiosity on how "bad" this game could be and might probably end up being one of the popular spots in the convention. XD I have unlocked 8 classes, only tried the necromancer and monk a couple of times, but I'm more interested in trying to get to the final boss as the thief for the second time, which I'm finding it utterly difficult. You really need to be able to balance out a lot of things, and there are also some runs which I have a great deck only to be killed in a silly way such as the banshee screaming 3 times in a row not giving me any chance of starting my initial run, or the sphynx sitting in a chokepoint against your highly specialised action deck. I'm beginning to find dodging crucial btw, esp for the thief. ^_^ Oh and I've unlocked monk, necro, paladin, ranger. ps. when you do put in new artworks, please give us the option of playing the game in your silly and horribly endearing stickman art.^_^ ps2. on hindsight, I prolly should try to beat the game with other characters just to unlock more achievements in order to get the cards or talents I need... . Hmm looks like I'll give the thief a rest for now and try monk... . ^_^ <3
I have unlocked 5 classes and managed to kill the 3rd floor boss using the Professor class (unlocked by battling with all 18 bosses) So far Professor class is my favorite class... A professor can steal enemy cards and add them to his deck permanently! In my successful run I had over 30 powerful cards (3 Drain Life, 2 screaming, 2 dancing puppet, 2 Pounce, 1 Fly... ) in my deck and several armer/heal cards equipped... felt a bit overpowered (the 3rd floor boss almost could not deal damage to my character because of my equipments and disruptive cards) before encountering the final boss. The final boss is ridiculously dangerous even with my fantastic professor buildup...
I could do with some rebalancing of the Ussuri Ambushers. Being jumped by a level 7 elite, with no possibility of avoidance and not as the result of any bad choices on my part, when I have just descended to the second floor and am at level 4, is hassle enough. When that ambushers plays 7(!) cards on its first turn, dealing 28 damage and killing me instantly, there is no strategy or element of skill retained. I really, really like randomized and procedural elements in games, and especially in Dream Quest. But when those elements carry a risk of automatic failure, with absolutely no room for alternate choices or learning moments for future runs, I cannot see the purpose to the design. Other than that, Dream Quest is still growing on me, for every run, both in fun and depth, and the beta changes has already turned the UI into an entirely different and far more pleasant beast.
To date I've only unlocked two classes: Necromancer, by praying at all six different altars and the Samurai, by completing the first floor with all four of the base classes. How to unlock each of the rest of the classes is explained under 'Achievements'. The closest I've come to the 3rd floor is dying at the hand of a Phoenix. (What a surprise that turned out to be. Especially after I thought that I had succeeded.) Yes. A freaking amazing game.
I've only unlocked one class(necro) but am having a lot of fun playing with the originals still. The variety in strategies and dependence on RNG makes almost every game unique in some meaningful way. The balance of gaining strength in your build vs. enemy scaling feels perfect, but I for some reason desire some variety here. An endless mode with slower character progression and enemy difficulty may be interesting; as the build-making is so fun but at the same time fleeting usually. I'm just rambling at this point but I just can't get over how much I enjoy this game. The dev explicitly saying that he made this to create something he enjoyed first and foremost alone has renewed my faith in some personal projects and the viability of innovation in a saturated market. Best of luck to you all, it can be brutal down there .
Man I feel humbled . Thought this was gona be a walk in the park. Guess not. Great game hope you make enough to at least stick some updates into it.
Seriously?! 10 grand? Where in heaven's name are you looking?! My game Super 3 has been in development for a long time and the graphics cost me all of $500 for a very talented graphic artist with ample credits, great sense of style and familiar with ios constraints. If you're a student, some of your colleagues are undoubtedly talented and may be quite happy to work for a small amount of money. I said it on another forum, the graphics in Dream Quest are awful. The game deserves better and the investment in a better appearance should prove amply rewarding.
Oh man, I get so nervous every time I see an altar. I know it can go well, but it can also spell disaster. At least I know there's an upside to the disaster now =D
What do you mean by "completing the first floor"? Because I've definitely completed the first floor with all four of the base classes, but don't have the Samurai. I've gotten as far as the third level in a few times, and keep getting killed pretty quickly on the third level. Is what I'm calling moving to the next level (i.e., defeating a boss) the same thing you mean by "completing a floor"? EDIT: Nope, nevermind. I just checked and I guess I never did it with the Wizard. But along the same lines, what does it mean to "clear the dungeon." Are there a certain number of levels/floors/bosses you have to defeat? If so, I'm hoping that's three, because I'm having a hard enough time on the third level. Another question, if someone can answer... What is the advantage of having an extra equipment slot? It appears as though I can already have multiple items at the same time. Is there some limit to how many items you can have? There doesn't appear to be, in which case I'm not sure why I would ever opt for another equipment slot.
As far as the equipment slots go-it's not that you can't still play equipment (as many as you want), but equipment slots let you start the fight with them already in play. So for a lot of classes, the right equipment having an equipment slot is important. It's also nice that you get to draw a real card instead of an equipment. Though once you equip, you can't do certain things like double it with the warrior in combat ability, so you sometimes have to balance it.
Can we get a way to turn off music but leave sound effects? this is something that bugs me in pretty much every game. I don't want silence, but I don't need/want continuous music either.
Posted a couple of videos of runs I did with a friend on Youtube: https://www.youtube.com/watch?v=cJ0dPm5563U https://www.youtube.com/watch?v=INhIJXcbsl8 Forgive the not-so-great quality - they're our first attempts and I imagine we'll get better if end up doing some more. The sound is particularly bad since we didn't have external mics. But the runs themselves were fun, so I figured I'd post them anyway. Hopefully there's some useful strategy in there for people who might be having trouble. On to other posts! Worth thinking about. I think that's the second time I've seen that suggestion. One thing to mention is that it's generally better to have a game be too short than too long - the first you want to play again and the second gets shelved because you're bored. Glad you like it! There's an update coming (submit tomorrow if no one finds anything wrong in the current beta build) that has some small balance tweaks and some large UI fixes. iPhone5S users, it's almost here =) @Grudunza: Equipment slots let you start with equipment in play (like Cairn said). They're pretty powerful since they let you plan your strategy a bit better around particular equipment. Also, if you haven't unlocked the Samurai, check the corresponding achievement (it has the four class icons in a square, near the very end of the list) - it should tell you which class you still need. Alternatively, check the high score page; it'll have 1 star for any class you've cleared the first floor with. Clearing the first floor means beating the boss, going down the stairs, and then dying. You have to die (or win) to get achievement credit since otherwise there were some weird exploits with the restarting for points. It's not usually an issue, but it occasionally comes up. If none of these apply, let me know and I'll see if we can narrow down the bug to fix in the update after this one. Clearing the dungeon is clearing the third floor (beat the boss, go down the stairs). There's some content after that, but it'll become more clear once you're there and I don't want to spoil it. Edit: Missed this one: It's on my list. Didn't make this update, but hopefully the one after.