Universal Dungelot 2 (by Red Winter Software)

Discussion in 'iPhone and iPad Games' started by New England Gamer, Feb 12, 2014.

  1. Cilo

    Cilo Well-Known Member

    Feb 2, 2010
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    A shield.
     
  2. Fangbone

    Fangbone Well-Known Member

    Oct 30, 2012
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    I do like this game but can't get over the feeling that it's an unfinished project. There are a lot of bugs, grammatical errors, practically no clarification or explanation for anything, and the IAP seems like it was shoe horned in to nickel and dime players. Hopefully all the things the dev listed will make it into the next patch and the game will be what it's supposed to be.
     
  3. Amenbrother

    Amenbrother Well-Known Member

    Jun 24, 2011
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    Yes a shield!
     
  4. Bool Zero

    Bool Zero Well-Known Member

    Dec 14, 2010
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    #524 Bool Zero, Feb 15, 2014
    Last edited: Feb 15, 2014
    Okay so got my sword, upgraded a few times, still seeing issues I don't like with the design.

    1. Had a floor (first Dungeon, level 11 or 12) where Golblins Armory or some such gave every monster armor. First two tile I turn over is an armor buff totem (gives monsters more armor) for monsters followed by attack buff totem (doubled monsters attack). Monsters were already starting off with a 3 and 4 attack, now buffed to 6's and 8's. Needless to say I died on that level. I already had four or so totems on the previous level so I used mana to get rid of them to try and survive. Can we get a limit to how many totems/ towers pop on a level? Or at least base it on the dungeon you are in. If I am getting this many totems now, I dread how many I will see when I make it to the next dungeon. It's crazy to have four or five totems pop on a level at some points, especially in the first dungeon.

    Perhaps 1-2 totems on levels 1-5, 1-3 totems on levels 6-10, 2-4 totems on levels 11-15 and 2-5or6 on levels 16-20. These starting numbers could inflate for higher dungeons since they should progressively be harder. I just feel we shouldn't be seeing back to back early levels in Dungeon 1 that have 3 ,4 and sometimes 5 totems that early on in the very first dungeon.

    2. Why don't the monsters ever miss? I miss at least one of ever three to four attacks it seems (if not more), yet the monsters never suffer any accuracy loss unless you actively have a spell for it and even then it is not nearly as much as the player misses by a long shot.

    3. Why can the monsters get more HP over their limit but the player cannot (other than through pick up spell or the rare Heath totem)? If I am sitting at max Hit Points and I pick up another heart, I should be able to get that extra hearts and effectively go over my max at least temporarily if I pick those hearts up. I think that it is unfair that the monsters can have their Hit Points effectively doubled by totems, yet if I see one or two hearts laying around in the stage and I am at max health, I cannot pick up those extra hearts and have them carryover. There seems no limit to how much Mana I can carry, so why am I limited with my hearts?

    4. I know it has been said already but this game definitely needs better explanations as to the inner workings of every little thing. There should be a better explanation as to what is consumable use and what is a permanent upgrade, and everywhere in between. I also hate the way that the spells are handled in that they have to shuffle. It makes it for a very frustrating experience when you're playing three card monte with your spells when you want to figure out what a spell does that you may or may not want to keeping your inventory. This could be solved simply with a drag-and-drop mechanic.

    5. There should be a shop meant for buying material components that you would use for upgrading (hopefully using in game money and not some premium currency like runes). Sure I can grind through a Dungeon for ingots or those little crystals for days, or leather or what have you, but after a while I tend to gain too much I'd like to either unload those or sell those so that I may purchase some other things that I may need. It would also help if it were more transparent place to see how many of those you have other than having to venture to an upgrade screen. If I don't have armor but I have tons of leather, I don't actually know how much leather I have other than that I've been grabbing a ton of it. I can only know when I actually have the armor to upgrade, and it would be nice to offload that for quick cash, espeically if I know I am no where near getting it, or attempting to get it much less upgrade it.

    6. Telling players that such and such item "upgrades their health by 2%" doesn't do any favors when you do the math in you head and realize that you are just getting one heart, and further will only get an extra heart once your HP is basically doubled. Likewise with the whole "increases your attack by 33%" which does nothing for a person starting out; just say "+1 Attk bonus every 3 base Attk". I may be in the minority here but no one wants to do math while playing a game (and this is coming from an old and longtime table top gamer). This is a up quickly rogue-like-ish game, so things should be clearer up front.

    7. Attack buffs should last the level, not one attack, period. Throw in a chance to remove/debuff it if need be (much like the curse mechanic), but if the monsters can get several totems a level to lay waste to you, the least you can do is have the opportunity of slightly evening the playing field. So far, I've encounter too many instances in the game where I would get some buff or benefit only to have the level see a bunch of monster buffs that over-negate the once perceived advantage. There's making a game challenging and then there is stacking the deck. I don't remember these kind of balance issues in the first game...

    I'm warming up to the game, but I still think it has a lot of issues and seems way to unbalanced in its current state. Too many design choices seem unclear here, at least in my opinion...
     
  5. IMHO

    IMHO Member

    Feb 14, 2014
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    @ PIXEYE

    I having been playing your game for 15+ hours and have spent money on both the 7.99 run pack and the 3.99 ham to support you however i have lot over 9 runes do to the game FREZZING!!!!! Please tell me that you intend to compensate us for paying to play YOUR BETA? I'm not one to destroy your game and say its trash (you can scroll back to around page 33 on the thread as see the nice things I have to say) however at this point im getting extremely mad at the beta level glitches in this game and the fact that my hard earned money is being thrown away when the game freezes. i dont mind paying for a game outright and dealing with freezes untill they are resolved but in this case i have made IAP that are no longer there after the game freezes up. My money is GONE and I have nothing to show for it. As i said in an earlier post i loved your first game and have looked forward to this one for a year. You need to not only fix this but you need to compensate those like my self whose money you literaly STOLE. This is moraly wrong and from what you have said so far its seems your willing to do what you can. Please let me know what your are going to do about this as i am a loyal customer about to walk away because I have been ripped off.

    in addition - anygame like this realy should have icloud support

    please respond here so that i dont have to go to email and your facebook as well, it seems enough of my time and money has been wasted already.
     
  6. Artvarg

    Artvarg Well-Known Member

    Apr 28, 2013
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    I don't know how much time you have for gaming but I played 1-2 hours and found one rune. I planned on using it to activate a portal, which I assume are shortcuts for the next run. But as I said, it was gone the next time I played. I also found a bunch of roast beef, which didn't show up anywhere.
    Other annoying bugs are the portals showing "new text mash" when tapped and some Cyrillic signs in the skills menu.
    Regarding the balancing: A lot of this was stated before. The removal of totems should be cheaper, the attack bonus should stay for one floor, the upgrading and repairing of items feels unfair. There's probably more that adds to the feeling that there's a little too much luck involved.
    IAP: I have no problem with the gold IAP (wouldn't buy it though) and think a coin doubler is a great idea. Getting rid of a timer with a single IAP is something I have not seen before and highly welcome. My problem is with the runes. I don't think items for reviving should be purchasable, especially not if they influence leaderboards and are bugged.
    All of this and the confusing UI make the game feel unfinished.
    There are truly great mechanics in this game that hopefully come to shine within a few updates. Until then I guess I'll use Dungeonism for my dungeon crawling needs.
     
  7. Amenbrother

    Amenbrother Well-Known Member

    Jun 24, 2011
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    One of the best things happened for me and it was the level before the 3rd key boss. A rune dropped for me right before the boss and that helped me beat him because I died but then used the rune I just found and bam got my key and shield off him. It was awesome!
     
  8. Bool Zero

    Bool Zero Well-Known Member

    Dec 14, 2010
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    #528 Bool Zero, Feb 15, 2014
    Last edited: Feb 15, 2014
    Ditto. I've played most of last night and at least several hours today and I have garnered a total of three runes. I don't expect them to be dropping from the sky, but at this point I have used one ensure I didn't fail an upgrade; my first update with the sword with a 95% success rate failed twice, so I wasn't taking chances again when the next upgrade told me 85%... I spent the rune to ensure the success that time! Now I am holding on to my runes,as I don't even want to use them to revive for fear of how limited they are.

    I agree with what you said, I just felt it needed to be reiterated as to why it needs addressing in some cases.

    I am all for the coin doubler and I already blind bought the ham when I first downloaded the game. I just don't like to and rarely if ever spend money on consumables, which is where this game feels somewhat driven.
     
  9. andysmash

    andysmash Well-Known Member

    Apr 6, 2011
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    I've played for several hours now and still can't figure out why anyone would complain, glitches aside. This game is perfect.
     
  10. Fangbone

    Fangbone Well-Known Member

    Oct 30, 2012
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    Just wait until you want to have more than one skill active at a time and need 1500 gold AND 4 runes to make that possible. I'm sure that I haven't played as much as some but still about 5 hours in and have seen 3 runes drop in my runs.
     
  11. Fangbone

    Fangbone Well-Known Member

    Oct 30, 2012
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    Well judging from your signature you seem to really enjoy freemium games. Most of the complaining is coming from people that enjoy a premium experience. So when a game is so blatantly trying to get you to spend money to do anything, it is a real turn off.
     
  12. IMHO

    IMHO Member

    Feb 14, 2014
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    People complain when they paymoney for things that dissapear after you buy them. I understand that this is in the case of a digital item but dont i ahev a right to get what i payed for? Please imagin this in real life for a moment. You pay $130 at the grocery store and by the time you get home there is nothing but empty bags in your back seat. Thats how ive felt about these runes i paid 7.99 for 35 and half have dissapeared due to the game glitching and freezing after i use them in a dungeon run to continue. Not only is my time gone but my money too. after 15+ hours i ahve only found 1 rune(very excited when i did) but I've litteraly watch a dozen dissapear. People work hard for their money and expect a product to be what it says it will be - nothing more nothing less. in the case of this game it was released to early and regrettabvly the excited customers like myself are left with less cash and more dissapointment. I'm not saying all this because it is a lost cause im saying it because i truly enjoy the game and want to see it fixed before someone files a lawsuit.
     
  13. ednan

    ednan Well-Known Member

    I just think there's little game to be played here. It's just tap tap tap squares until you die. Flappy bird had more depth than this...
     
  14. Pixeye

    Pixeye Well-Known Member

    Sep 23, 2011
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    Indie developer
    We've made some changes in global map menu. I see that many people couldn't spot equipment menu with artifacts in previous version.



    [​IMG]
     
  15. Happyman245

    Happyman245 Member

    Aug 7, 2013
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    This game has too many iap issues, bugs, and too simple for my tastes.
     
  16. Tone1978

    Tone1978 Well-Known Member

    Mar 15, 2011
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    I bought the golden ham, I like the game and am tempted to buy runes to be able to get to level 30 (or 20 for that matter lol) to get equipment ... I'm gonna hold my breath and wait for the update .. Which is hopefully soon. In the meantime if anyone wants to pm me with the glitch to get to level 30 please do! Lol. Thanks to all. And I really like the idea of this game. I'm sure it's difficult to make it perfect as there are so many variables .. I have confidence that pixeye will make it better, and soon.
    Tony
     
  17. Geertyy

    Geertyy Well-Known Member

    Apr 15, 2013
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    I know someone else said this, but theres an annoying bug where the game randomly freezes and you cant click any tiles or anything. You can still open the settings menu though. Very annoying because I was on a good run with 400 gold earned already.

    Other than that, I'm still enjoying the game a lot and I don't understand why people complain about it being freemium. Its not necessary to buy iap.
     
  18. moon_frogger

    moon_frogger Member

    Dec 25, 2013
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    Yup. Don't buy the Iap people. Just the golden ham.
     
  19. Cilo

    Cilo Well-Known Member

    Feb 2, 2010
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    If you think there's no depth here you must be furiously tapping randomly at your screen lol, there's so much strategy in this game that it's sad you can't see it. The math behind the mechanics is a little off, and I'm guessing that's because the beta team was too busy kissing the dev team's butt and not being analytical, but I'm sure the balance will get worked out.

    Can I ask again, Pixeye how does the shield inventory item work?

    Also I love the new world map UI, nice clean up.
     
  20. Ausar

    Ausar Well-Known Member

    Jun 2, 2012
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    ccould this be changed with a setting or something like that? to be honest i like 100x the original menu
     

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