Thats the way! Some of those changes will make a game easier, but I think it will be appriciated by many players. All bugs that I've found will be squashed and im very happy with that. go go devs, we're counting on you! Good game must be polished with care to be awesome
^ Everyone read that list above. If you could get that out soon (it'll probably be a while with that long list), I'm sure you'll get some 5 stars dropping in the reviews. I do like being about to buy stat increases, that will significantly make the game more playable since I've been stuck in dungeon 1 with only the 1st key for almost 3 hours with no progress and no items. I guess the only thing to do in my situation is buy Runes or keep grinding to get items/money to upgrade the first sword - which infact keeps breaking. However the new update says artifacts won't break so that sounds like a huge help! I don't mind the stat increase prices being high like 1000 for the first and going higher and higher. Because in essence, it'll be worth it in the long run. As it stands now, you're expending money over and over in the beginning to increase stats which seems a bit "fake." So excited to hear you're willing. Everyone is only disappointed because the first game left such a good impression and it's one of the most popular iOS games.
This happened to me as well. Showed what looked like a treasure chest locked behind a gate with a Rune symbol saying I must defeat all monsters to unlock. Sounds like a reward where I would get a rune for clearing the level. Nope! Activated a portal that also did nothing the next run. I found a Corrosive Armor and clicked on it but doesn't appear to be in my inventory, so I guess its not a permanent upgrade? Also, sorry if I missed it, what does the little progress bar toward the crown in the top right do?
most of those stuffs sounds good but i hope you dont make this one To be honest so far at least myselft i havent have a problem with this one, i will add to that as well a incresing the gold for cleaning a whole floor Also something should change to make the shield better since it only works in the first floor, something like after X amount of floors the shield recharge or something like that
As a big fan of the first one, I've been very patient with this one, and reason up on advise from this forum. After that, and especially after your post, I'm much more excited about it. I'd certainly buy a combo IAP which would give me the coin doubler and the infinite ham. Aside from what you mentioned though, I think the game would benefit greatly from a tutorial, that oils walk players through the mechanics. I played for hours thinking there was no way to permanently upgrade the base attack and health. Almost gave up before reading about where to find equipment, how to equip and upgrade it. It's just not clear from the beginning. Also I was excited about the portal idea, so I spent my one rune on it, only to find out it was a one shot deal. I might have waited to use that later on if I'd known. This is a very deep game, but without understanding the mechanics, what should be strategy develops into frustration, an I fear you're going to lose many new players that way.
One more item: I was pretty horrified when I upgraded my first sword from 27% counterattack when enemy misses to 28%. That is beyond a tiny upgrade -- its only when monsters miss that the % even applies -- and is really more of a slap in the face as opposed to an upgrade to be performed using a scarce limited resource.
But you also get +1 attack, the counter is kind of a bonus. Edit: Also the changes look great, almost too great. Don't go making it too easy now.
Actually I found that with my 80% hit chance I miss quite a bit but I can't remember ever counter attacking on my misses. Maybe it's just hard to tell but I seem to miss quite frequently. Also it seems that unfortunately for me, the guys that steal your money, I always miss when they have 1 health left, promting them to run and call a replacement. Always pisses me off since it happens at least a few times every time I go through the dungeon.
THIS IS GREAT! However this needs to be done right in order to fix this wonderfull game,with a pay wall. Please minimize freemium as much as possible! The only thing thats realy missing here ,in addition to what is mentioned already, now is ICLOUD SAVE. This is a MUST (PLEASE). I had this issues with dungenlot (orginal) where poured time into the game ony my ipad that I had to redo on my phone. I need to be able to pick up and put down the same save file on eaither device. This become even more important when the rune i purchase are so crucial. I understand the HAM would transfer but my time and the runes are just as important. If you implement all this then I'll feel a lot better about having to pay for both HAM, which, i did and RUNES, which i did to get through your paywall in the first dungeon. Trust me i am a huge fan and doing this is only going to help the longevity of your game. Dungenlot one is still on both my devices. I hope to say the same about Dungelot 2 in a year! I've Already done quite a bit to support this and previoius games please make this gem as polished as it could and should be.
All those ideas sound awesome. Im liking the game quite a bit and those fixes will make me buy that Coin Doubler/Golden Ham. Thanks for listening (even though I didnt suggest anything)
It is very hard to beta test how aggressive IAP is going to be. Most games allow beta testers unlimited access to currency and consumables, or IAP aspects like timers and premium currency are added AFTER beta testing. Beta testing is primarily used to search for bugs and gameplay exploits. Testing of IAP pricing and aggressiveness is usually fine tuned during a "soft launch" where the game is only released in one or a couple marketplaces (mostly New Zealand or Canada) in order to see how various pricing tiers attract buyers. Many Free-to-Play games receive lots of negative reviews during soft launches because IAP is still being fine tuned and starts off rather aggressive. Hopefully by the time the game has it's universal launch all IAP balancing has been sorted out, but you can't please everyone. The problem with most F2P games is that it is hard to find the "sweet spot". If you make premium currency too scarce and timers too long you will drive players away from your game before they get hooked. If you make premium currency too plentiful and timers too short, then nobody will purchase any IAP and you're basically giving the game away for free. Please remember that the main reason most developer's make games for is to turn a profit. Many iOS developers are 1 or 2 man teams, not giant studios. They aren't earning an hourly wage while working on their game, they are most likely working on it in they're spare time after their day job. The only way they make money is by making sales. The app store economy has made it increasingly difficult to attract a large player base to a paid game, what with many other F2P games and paid games constantly going free within weeks of release, it is especially difficult for games from new or unestablished companies to attract buyers. Therefore in order to maximize the amount of downloads for a game most devs have had to convert their games to a Free-to-Play model and rely solely on IAP and advertising revenue. Sadly this often ruins games that would have been much much better if they weren't convoluted with timers and premium currencies. Everyone claims that they want "Premium Games" for a "Premium Price", but the truth is that free games like Candy Crush and Flappy Bird dominate premium games like Oceanhorn. The glut of free and $0.99 apps on the app store have conditioned people's expectations of what a game SHOULD cost on a mobile device. Despite how much of a "console" feel and quality has, people will never feel that a mobile game is worth the price of a console game, and frankly it is purely the app store itself that is to blame for this. Sorry, I started to go off on a tangent there. TL;DR version - IAP is hard to balance.
That is good to hear! This thread has been getting really depressing since yesterday and I don't want a game with so much potential to tank... Get on them adjustments and please please please add cloud saving...There is just too much time put into this type of game to worry about losing it. Thanks for the prompt follow up! Looking forward to your first update.
The promise in the updates list looks good but... The coin doubler is another cost on top of the gold meat... and resurrection will still exist.