Universal Dungeon Plunder by Dominic Duchesne (Universal)

Discussion in 'iPhone and iPad Games' started by undeadcow, Mar 5, 2013.

  1. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    I do sort of wish that the use of life scrolls was automatic when you die, rather than something you have to do before dying. It would just make it easier to play quickly.

    It would also be nice if the "low HP" warning (i.e., if your current HP are less than the maximum that the enemy can inflict) were more prominent.

    I also have +50% artifacts (I stupidly scribed +25% artifacts and then +50% artifacts before discovering they don't stack!). I got a couple in quick succession from early chests:

    Amulet of Luck +2 (+6% gold)
    Cloak of Protection +1 (+3% shield doubling)
    Ring of Fortitude +1 (+5 HP)

    Basically, each artifact seems to be the same as increasing some player skill by a number of points, just as if you had leveled up.

    When I died, my next character inherited one artifact from the previous character.
     
  2. Naked Snake

    Naked Snake Well-Known Member

    Jan 14, 2013
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    Cool. I did get some sort of luck amulet and maybe a ring now that you mention it.

    I find the low health warning is fairly noticeable but I was playing on iPad and maybe that made it more obvious. What I wouldn't like is an annoying alarm that goes off til the end of the battle when your health gets low, as a lot of games do.
     
  3. DaviddesJ

    DaviddesJ Well-Known Member
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    I'm playing on my iPad and I don't find the low health warning noticeable, at all. Are you just talking about the flashing HP value at the bottom of the screen? That's not generally where I'm looking, I'm looking at the reels and my skills. A larger, graphical HP display (e.g., a bar that depletes as HP gets lower, and changes color when it's very low) would be nice.
     
  4. Naked Snake

    Naked Snake Well-Known Member

    Jan 14, 2013
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    Putting something visual at the top of the screen would probably be more noticeable, but yeah I do notice when that health bar starts flashing. It's maybe not super obvious in your face, but it's noticeable. I keep an eye on the general level of my health in a battle, so I tend to see it start flashing.
     
  5. DaviddesJ

    DaviddesJ Well-Known Member
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    But you just said that it happened to you that you didn't and you lost track of your low health.
     
  6. Naked Snake

    Naked Snake Well-Known Member

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    Yeah, I said that happened once when I got cocky and started focusing on matching coins. I didn't realize my health had dropped until it started flashing and by then I was outmatched and doomed. I saw it coming but at that point I couldn't do anything about it.
     
  7. undeadcow

    undeadcow Well-Known Member

    Dec 4, 2010
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    Those are great suggestions, especially the small axe one.
    I disagree about automatic life scrolls. I think the player should be forced to manually use their life scroll or die. Monitoring your health stats is part of the game and it would seem like a cop out if you just "auto-revived."
     
  8. Royce

    Royce Well-Known Member

    Mar 22, 2011
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    Except that it would make no sense. Why would a small axe be able to do more damage than a larger one? If anything, the small axe should be the one that combines with the shield.
     
  9. Naked Snake

    Naked Snake Well-Known Member

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    I like the idea of having the monster's level above their head, or at least in place of the red X on their chest.
     
  10. LordGek

    LordGek Well-Known Member
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    Feb 19, 2009
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    I agree! Do you you waste it now just in case they get a lucky hit or hold off for another turn when it's really dicey? Having that kick in automatically would remove a fun bit of strategy.
     
  11. andsoitgoes

    andsoitgoes Well-Known Member

    Really dicey. Hehe.

    I'm so picking this up. Without TA, I would have tried far fewer games. But at the same time I might have been able to afford a better house ;)
     
  12. Misguided

    Misguided Well-Known Member

    Jan 27, 2009
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    If you go back and look at the post, this is exactly what was suggested, but it may not be an option, because they had to pay someone to do the art.
     
  13. DaviddesJ

    DaviddesJ Well-Known Member
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    I recorded some combat statistics for my Level 7 Warrior with Longsword (6-7 damage) and +96% damage bonus. Based on my data, the damage distribution doesn't seem to depend on what enemy you are facing, so I lumped them all together:

    2 Double Axes: 11(x1) 13(x3) 15(x4) 17(x2) 19(x6) 21(x2) 23(x2) average 17.30
    3 Double Axes: 13(x2) 15(x3) 19(x1) 21(x2) 23(x3) 25(x3) 29(x5) average 22.16
    4 Double Axes: 17(x1) 35(x2) average 29.00
    5 Double Axes: 27(x1) 31(x1) average 29.00

    2 Single Axes: 11(x17) 13(x17) average 12.00
    3 Single Axes: 13(x6) 15(x4) average 13.80
    4 Single Axes: 13(x1) 17(x1) 19(x2) average 17.00

    2 Shields: 24
    3 Shields: 39
    4 Shields: 54
    5 Shields: 73

    My guess at why the damage is always odd is that it's computing the base damage and then multiplying by 1.96 for my damage bonus, and rounding down. So it would be good to get the bonus to +100% so that all of the damage values go up by a full point. I'll try that next time I level up, and see if it works.

    The single axes do look like they are doing just about as much damage as they are supposed to. Normal damage is 6 or 7 with equal probability, if you multiply by 1.96 and round down you get 11 or 13 with equal probability. Check. If you multiply 6 or 7 by 1.25 and round down you get 7 or 8; if you then multiply by 1.96 and round down you get 13 or 15. Check. If you multiply 6 or 7 by 1.5 and round down you get 9 or 10; if you then multiply by 1.96 and round down you get 17 or 19. Check, except the one observation of 13 is unexplained.

    The results for double axes are harder to explain. Three double axes does seem to be about 25% better than two double axes, though.
     
  14. Naked Snake

    Naked Snake Well-Known Member

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    If you want the small axe to do more damage you could pretend it was sharper and the large was more dull. Just an idea.
     
  15. drelbs

    drelbs Well-Known Member

    Jun 25, 2009
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    And who knows, you might be dying really early on and don't want to waste the scroll. (Or are they not inherited?)
     
  16. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    Your new character can start with life scrolls, but it's not based on the inventory that you had when you died.
     
  17. I confirm folks - use your scrolls, they're not "stackable" through inheritance. In fact nothing is and it's on purpose as I do want players to give their best on every character to reach the highest level and not try to do "gamey" stuff to stack up a huge followup run

    Allright now back to the AxeGate. I went all out and invested all my Iceland and Lebanon game sales to hire a high profile consultant on the matter:
    [​IMG]
    ... and he told me to go with "Misguided" (that doesn't sound right but it's Gimli so what can I say) and do the following:

    [​IMG]
    Next update the single axes will do the same lower damage but will be the combo symbol to make them attractive. The help section will be revised with the double axes upgraded damage. It will be a change of pace for warriors but I believe in the long run it will be for the best.

    I also have last friday's pre-release update under Apple review atm and it should go live later tonight. More on that later.
     
  18. andsoitgoes

    andsoitgoes Well-Known Member

    YES! I know an X is nice and all, but since we can't run I would like to know what I am looking at.

    Yeah, I didn't notice the few times I got trashed. It shouldn't be that hard to add it in, but it would be really good to have it.

    Also, is it in agreement that the 50% artifact is the best to star with?
     
  19. Version 1.13 should be available any minutes now. It's a version with some minor balance tweaks and bug fixes that I sent last friday prior to releasing the game:

    • Fixed Mana Vortex skill not showing up (Mage)
    • You will now unlock a higher starting level 3 levels below your dying level instead of 4.
    • 5 of a kind now grants more gold.
    • Increased slots gold results for 3x, 4x and 5x.
    • Lowered Attack Strenght and Health skill up values slightly and added some "built-in" values instead to compensate : 6% per level until level 5 to damage, 3% for each levels afterwards and 3 free hit points per level.

    Working tonight and tomorrow on version 1.14. I will not hold it furtherly as I believe strongly in multiple, smaller and more controlled releases rather than big magical ones.

    Update notes for it will be posted here when available and will focus mostly on gui improvement.

    Thanks again to everyone who purchased the game.
     
  20. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    So, what will happen to games in progress if we update? Will the stats of our character change?
     

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