I'm simply comparing it with the original. Absolutely any pro this game has can be shared with the first Dungelot, and most of the cons can't be. There's few reasons to choose this one over the original. Also, as an aside, the "freemium model" impacts gameplay. So it's a perfectly fair criticism.
Has anyone found out how these work yet, or are we all of the opinion that they are broken? They seem kinda hand for progression...
To make this full premium he should add a coin doubler along with the timer removal. I would buy that in a heartbeat.
Don't they just start you from the level the portal was on the next time you play? That's what the one I accidentally clicked on seemed to do....
I've ignored the existence of runes and have yet to come across gameplay that's impeded by said runes. I'm not arguing with anyone, I think the dev needs to tweak this game. But it isn't nearly as bad as some are painting it to be. There are absolutely pros over the original. As of right now, though not perfect, I'm enjoying the difficulty more than the first. The first one is a total pain to start over because of how easy it is. But with this one, a lot of important choices need to be made in the beginning to set yourself up better later. That alone is better to me. Also I like having only 2 spots available for skills. It makes the ones you choose that more meaningful.
So I'm not sure if I'm not understanding something about the progression or what. If I tap on the little anvil, it takes me to a screen where everything is locked. So where to I buy permanent upgrades? I've looked everywhere and cant find it, so my game may be bugged.
The cynical among us might think the rune thing was on purpose. There are lots of freemium games that change the location of icons in various menus so if you're not careful you will spend your premium currency. Dungeon keeper did (does?) that with the gem speedup to complete tasks(at least during the Canadian soft launch). This game makes the "use a rune to continue" menu appear highlighted over the background, yet when you tap anywhere on the screen it just automatically spends a rune. It's probably been implemented to make you 'discover' you have 'runes', they allow you to continue, then have you realize you now have 0 of them..
Well opend the app 8 hours later still at 1 ham and now I feel forced to buy the golden ham which I now won't do as your forcing me, deleted.
Game Impressions Golden Ham bought - developer supported I think game deserve this. One thing - after buying GoldenHam, Stamina counter should disappear :/ its still filling up (although u dont need food to enter the dungeon). I've upgraded my sword at 5lvl and have beaten 2nd main boss easily (with tavern buff i have 6 attack). Im enjoying my new armor Game is really good - you just need to plan carefully every move in dungeon.
I'm not sure how people are having problem with the food timer. Each of my runs is lasting 15-20 minutes. This game is exactly as wonderfully addictive as the first. As someone who cherishes a good roguelike, I'm loving it. Also, and I know this is a HUGE stretch, I feel some Dark Souls influence in certain things. Little ways things are explained, or the game shrugs and says "Who knows?" at certain items or in just how unfair, yet beatable everything is.... Just, great. Gonna buy some IAP to say thanks.
It seems a lot of the divide here is based on luck. Some of you are claiming to easily find runes and equipment and are making good progress, while others are finding almost nothing useful despite hours of play.
I see everyone's points so far , including the positive comments but I wish they had just updated the first one instead of making a sequel. First game has been on my home screen since release and isn't going anywhere. There was room for tweaking there...why start from scratch again? Anyway, it's harder to progress but still good.
Well finally got a sword and piece of armor after 2-3 hours of playtime. Upgraded sword to lvl 5 and armor to lvl 3 and the game is much better now. The first couple of hours were rough as doing 1 damage to enemies is suicide. Anyway there is a lot of luck involved but also some strategy.
Respond Hello everyone! We admit that all these f2p stuff is a fail both for players and us, developers. It was bad but still experience for us what we DON'T need to do And we are open for conversation. Here are our few thoughts of what we can really do in the next week. 1. Runes. We give more of them while exploring dungeon. For example: each X dungeon you may find a rune. 2. Coin doubler in shop. 3. Increase value of copper coins you find. 4. Add descriptions for totems ( describing what they do ) 5. Add mana bottles in game as there may be lack of mana inside of the dungeon. 6. Remove artifact durability. They can't be broken anymore. 7. Stats (hp/at) that are bought in tavern will long forever. Prices for those upgrades will be increased because of that. This will give more linear and smooth progress. 8. Rethink ( a little bit ) menu with artifacts: make it more clear. 9. Resurrection screen : add button for rune use instead of taping in any place of the screen. 10. Meat. Weell. Fixing nasty bug with counter. Many b-a-a-a-d decisions came from idea of f2p. Or let's say not bad but quite unpolished ideas and we overestimated our powers. Still we believe that mostly second part is way better in core design then the first part and all we have to do is implement fixes. It's my personal apologize for unjustified hopes
Man you fix all that and I will buy all kinds of IAP! Especially the coin doubler as I love those in my games as sometimes I dont have alot of time to play.