I get a little confused, but I don't know if it's my problem or if switching it would be better. I think little combat animations would help but they would slow down the gameplay and that's not good.
Perhaps if Damage Delt and Damage Received were together on top and gold/health/armor displayed at bottom? The main things I look at are damage received and armor (and armor increase (and and when riposte and shield wall light up ))
What about if damage given and damage received didn't display simultaneously, but there was some indication of what damage you did, and then it would show the damage the enemy did, taking turns. Maybe all of that would take place at the top of the screen, and it would be clearer what was going on. It might slow down gameplay tho and in something this repetitive you would want to keep it moving as fast as possible, I think. Maybe the enemy is at the top left like it is now, and your character is at the top right. And the enemy does like a simple animation and then sound effect and in red it'd say 5 damage! Then your character would do an animation and in blue or green it'd say 6 damage! All at the top of the screen. Kind of like a quicker version of pokemon battles. I think this would work well as long as it was kept quick and short. By animation I mean his icon could just be moved forward and back, or shake a little bit, not have to draw out an actual animation.
Thanks for the report I'll check it out. There's a word missing. It should read "increase" indeed. Will be fixed in next update. I also noticed the battle text doesn't mention the increase. Good catch. Nope he's still well and safe right now but 4ever4lone just did a level 16 run on a rogue! Getting close! Not atm but I might consider a conversion for like a 3 or 4:1 in 1.15. Noted. I have on my list to do some minor animations/color shifts on the combat results. It should help to follow combat results a bit more without a huge shiftover of interface elements.
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Just had this gameplay video linked on Facebook of someone playing a mage from start to level 3 with fair and balanced (pros and cons) voice comments about the game. Check it out if you're still on the fence and want to learn more about it. Subscribe to the TouchArcade YouTube channel
Some bigger brighter health is needed every time I die its from not realizing how low my health is and when I lost my armor. I'm don't want any added animation or delay, but some more textile visible feedback, maybe he screen flashing red when you are 20% or less, on armor maybe a quick pop up Saying armor down, etc...
Noticing when your armor goes to zero and you start losing health is quite important because hearts are wasted when you are at full health but very important when you start losing health. So you do need to change what you're doing. It would be nice if this were more obvious somehow. One thing that could help is to change the message from "You received 26 damage" to "Your armor blocked 26 damage" if your armor is still active. Or it could say, "Your armor blocked 14 damage. You received 12 damage," when it is partially blocked. This would also help new players understand the combat mechanism.
Love this suggestion, will add it tonight. Just back home - time to code now. I noticed a player with 300k points in the leaderboard. Not sure still if it's legit until my reports have compiled but that means level 21 (max) but defeated on Nicodemus or one of his minions Couple quick fun stats: - 50.6% of the created characters were warriors, 27% mages and 22.4% rogues. I kinda expected that with the warriors being the default class and also the most straightforward to play. - Someone had 32 characters killed in 2 days since release! That's persistence. - 219 (215 by 1 level and FOUR by 2! Wow - deserves an achievement!) higher level monsters killed vs 479 deaths to them. - Did have 3 legit China sales (and 1 deluxe, thank you!) vs 267 other chinese installs and 14 chinese fake 10$ tips
Losing a lot of low-level characters fast might actually be a good way to quickly get a lot of basic runes?
Could be.. which is why the eventual conversion rate will be 4:1 and not lower to not be able to "game" the system (for lack of a better word). I also tweaked a bit the formula in 1.14 to be more slightly generous in intermediate-higher levels as I didn't see enough major unlocks reported. Nothing crazy, just a slight nudge. Level 3 and 4 will often give a minor but no longer automatically on the other hand. Additional details later.
Conversion? You're going to let people trade their lower-level runes for higher-level ones? I don't like that much. You should have to actually do something to get the higher-level runes.
That video sold it for me. Love it. I think you run into a lot of defense when you use the "r" word to describe your game. Slots? No persistent health? Those are gonna cause issues for "purists" to the genre. Personally I love what you've done here. You've put together a very original rpg, and its gonna be a lot of fun
Am I the only one that thinks its strange that every battle starts off with full health? Also how exactly does poison effect damage? I just did a roll right at the start of a fight. 3-4dmg dirk matching 2 daggers with rank 2 poison does +7 poison damage. Next turn 4 dagger match, rank 1 poison does + 7 poison damage. That doesn't make sence to me but I'm also not the one doing crazy math breakdowns on these forums so someone smarter than me want to tell me how this works? (Edited for clarity and exact numbers)
I can accept that you recover all health between battles - it's been used in other games, doesn't bother me that much, though initially I was also surprised. I was thinking, though, if the armor couldn't persist if it's higher than the minimum value. It might break the game, though, but it could be an idea to toy around with? What I'd like to suggest, though, is that combat is computed turn based. What I mean is that attacks are sequential, and not simultaneous in terms of their computation. I shamefully lost a level 1 now because I got myself in a battle with a level 2 without paying much attention to what I was doing, and I ended up fighting valiantly, but in the last turn we both went to zero health, and so I died. If my attack would have been processed first, I would have barely made it. I imagine that either the snake killed me, and so I couldn't have hit it, or I killed it and the snake would not have been able to kill me... What seems to have happened is that the snake bit me the exact moment I stabbed her to death Not sure of it should always be the player starting, or if it should be random, or stat based, but given that the opponents never miss, I wouldn't mind it if we had that small advantage Just something to consider, but it's not a big problem at all, it was just something that occurred to me. Also, for new characters, could we at least have the name pre-filled with the last character's name? Cheers!
Thanks for the purchase and the good words! In beta tests I ran some self/internal tests with it but ended up with several balance issues: Getting back health/armor on lower level mobs for example. Sure the game could remove the leftover armor, or restore previous health after fighting a low level mob but that's again more stuff for the new player to assimilate or get confused about. Also I would have to provide a meaningful way to restore health that has some significant cost/risk. Everything is based is on the base weapon damage to begin with. The game will have a 50/50 chance to use 3 or 4 in your case. Then there's several % modifiers: For a rogue there's number of symbols, poison Rank (which may trigger or not, it does automatically at Rank 3 and higher), your damage skill and your damage artifacts. There's also a built-in damage modifier of 6% per level above 1st since version 1.13. There has quite a few requests about stats clarification. I'll look into this as we move in with updates.