In the first Dungeolot, you didn't have a max health, per se, but a "starting" health. So any health you gained was added, regardless if you were at "full" health. Having your health capped in Dungeolot 2 threw me off at first, because, like the person you were responding to, I expected hearts to simply be added to my health pool. But after playing it for a while, I've grown to like it this way, because it adds a small element of strategy to it, rather than just picking them up immediately every single time they appear.
I like the health being capped. Adds strategic decisions. I also like bonus attacks for only the next hit, for the very same reason. Those shiny tiles are meant to help boost you up a bit not empower you a lot. Otherwise the game would be too easy. Regarding totems remember you DO NOT have to remove all of them. You have limited mana so save your mana until you absolutely have to remove certain totems. I personally almost never remove the health totem or any totem for the matter in the first 10 levels. Of course sometimes monsters can take all your mana away but that's just to increase difficulty oh well. I got frozen when there was a ghost as well, couldn't remember exactly what happened. I really like this game but I feel you should respond more to the questions on this board instead of skimping through them.
I think spells need major rework, they are too unbalanced 1. When picking up new spells, there should be a menu where you can choose which old spells you want to discard and no cooldown penalty 2. Fireball is useless. I think it need major power boost, like 2x your attack score or much faster cooldown than other spells 3. Fort, Heal, Reduce Damage, Armor are good spells, essential for survivability 4. First Strike is useless, it should gives major critical chance everytime it used 5. Sleep spell should last forever until you attack the enemies 6. Reduce Accuracy is useless, it should reduce accuracy 50 % 7. Armor Break is good, but should work on all enemies
You are right in that you don't have to remove ALL of them but I'd disagree that they are not an issue and something to not even bother with within the first 10 levels unless you are throwing money at buffs or have already done so to the point that you have your armor that they may not affect you as much. I don't know about you but I've encountered far too many back to back to back level where I've uncovered four totems/towers that simply leaving them alone is not an option if you care about actually progressing. You HAVE to remove SOME of them unless you are tooled up with armor, power ups and the like, which is not going to be the case early on in the game.
Agree with most. Fireballs use is that it allows you an attack without provoking the enemies attack initiative (that's what I call the number in the bottom right corner of the enemies stats block). I don't think it needs to be doubled but I do think that the timer for the spells cool down needs to be much better than the crap amount of time it takes now. Have it cool down every 6, 8 or maybe 10 moves or something. At its current rate it seems you can use it once per floor which isn't useful at all. I don't agree that sleep should last forever but I do think that it should allow you to get the first attack on each and every enemy unprovoked (or in D&D terms, an Attack of Opportunity)or allow you to do the 5 blocks undetected thing that it does. Reduce accuracy is useless and I don't bother with it after using it and finding it ineffective. I agree it should be 50% since the monsters never miss to begin with, or follow in the line of some buffs and have it cause the next three attacks from a monster to miss altogether. Having built several systems myself I know it is a hard job but the math needs to be laid out and never fuzzy in these types of games. I should be able to take the system here and play it on a tabletop and it play fairly balanced without any question. As it stands, the spells are just not balanced which will inevitably lead to situations where most gamers will play the game fairly the same way, picking the same spells, etc. you know when you've made a balanced system when you have players having different reasons for picking different combinations of spells or what have you.
I hear you, yah that makes sense especially since you can carry certain buffs to different floors. For example if you clear all the tiles and then activate a health, shield, or coin shrine, if you advance to the next floor and tap 3 tiles for that buff you'll get the health, coins, or shield buff. I like it this way also!
After reading the first 20 pages of this thread I was quite concerned, but after playing the game for a little while... It is awesome, the perfect sequel. I love the graphics, I love the way it doesn't stray from the original while still making everything feel sequel-ish, and I think this form of IAP implementation is new gold standard. It is basically the old classic shareware model and on android it is a critical step necessary to fight casual piracy. Knightmare Tower for Android did it perfectly too, a free game with a padlock halfway up the upgrade bars that all went away with a very modest purchase.
I was going to have a quick bash at dungeon level one. I got two damage upgrades in the first five levels. Happy days! This is going to be a great run. But then I get the dwarf bomb event on level 7. I kill two monsters but no key so that's game over. To add insult to injury my leather armour breaks too!
This thread is pretty long now, so I can't find the quote I'm looking for. But I wanted to chime in and say for some reason the locked dungeon in the lower left of the map just dissapeared on me after a run. I'm not sure if it was directly after I got the second key, but I'm sure it wasn't just supposed to dissapear without explanation. Someone else noticed this too.
How do I use Low Blow as the Mercenary? The only time I can activate it is when the monsters are sleeping due to spell. Otherwise, you can't remove tiles from around a monster so the skill feels useless. What am I missing?
Me too! : ) But there are few critical bugs especially with in-apps. See ratings for yourself. We will get it back asap with update
It's definitely not a fail, dude, you need to calm down a little bit. Actually we can see the members of this forum are split on whether the game is good or not, and this controversy is fine because it draws more attention to your game (remember Punch Quest?). Personally I think you shouldn't be taking the game off the shelf, but I can see why it's happening and I respect your decision. Keep in mind that there are people who like the game, people who don't like it, and people want to like it but got turned off by the bugs and some horrible UI designs. I for one love this game, and I've been introducing it to all my friends since its launch. Maybe you are not listening enough to us people who love the game as it is. IMO you should just leave the difficulty / RNG / runes / tavern power-ups / durability settings unchanged, just fix all the bugs people have been experiencing, and try your best to improve the UI and the learning curve for new players. I agree that the sword should be easier to get, perhaps put it in a way that new players can't progress beyond level 5 unless they kill a monster on that floor that drops the sword, and it's automatically equipped and can not be accidentally taken off unless there's another weapon in the player's inventory. Edit: Oops now I got the 100% dodge bug, that is....gamebreaking.
I agree! I hope my posts aren't taken as a sleight, I truly want the game to shine and be the best it can be. I understand some folks feel the game is perfect (to them) but I think that those of us that have levy complaints have done so in a manner that we have laid out our case and given adequate feedback and reasoning behind our opinions that they don't just come off as dismissible or incessant whining. I can empathize to the reasoning as to why Pixeye and his team removed the app from the store and I respect it. I know I personally didn't want that to happen but I can see why they felt they needed to. I hope they can iron out (at the very least) the stability issues IAP issues and make this a less bugged and far more playable experience for their fans first and foremost. I know the balancing will come, so I just hope they can get through this somewhat tumultuous period and come out the other end for the better. At the end of the day I don't hate them or hate the game nor do I seek their failure; I just want a better game that everyone can feel they enjoy and if our input can help and the can use it, all the better...