I just bought this and...ooooohh! i got the Heroic Edition! I'm usually not an early adopter, but...sometimes the buy button just looks so smashable, amirite? I wouldn't be surprised if you get a TA feature, what with this game's popularity among many long-time, active users. I hope your sales asplode! Come on...lets make this the next 100000000!
I got some questions about it in beta. There's also a tooltip that will popup the first time a low health situation happens for the new player to explain it. That's a balance decision pretty much where if you go for the final hit there's a risk the opponent will finish you off as well. That will be easier to evaluate in 1.14 with the damage range of opponents showing up. Done deal - will be in 1.14
Oh hey, your here! So I JUST launched your games and heard about the runes; apparently I get one free to start off with. I'm not even at the character creation screen yet (it's running in the background on my ipad mini, TA is open now...well, duh). When I choose that first rune, any advice? After all, you know what's going on behind the scenes.
Thanks alot for the purchase Greyskull. Early adopters are precious especially with the premium + friendly iap model that I went with. That's why I wanted to have a little something for them even if not much Would love to obviously but the week's over now - still some hope until maybe tuesday but I think I got lost in the mix because of the wednesday release instead of thursday. Or maybe I should have done a runner since it seems to be the week of runners Got a great review on a german site and I think Pocket Tactics will write a review about the game. Also got a line on the BGG iOS blog. Other than that it was pretty dry. Hope the PocketTactics one will help but of course TA would be huge. I sent an email last weekend, I respect their editorial decision if they don't, I'm not going to pester them further. Hey no free strategy tips from me If I remember well many players were praising the Immortality one even though it might not look sexy at first glance - check out a few pages back. Could be interesting to have a strategy article in the general forum if someone's up for it.
Maybe we should avoid playing around with things that break the game. I think if I go fight a level 1 enemy with my level 10 warrior, I can keep matching shields and build my armor total up into the thousands, if I wanted.
One of the cool things about Dungeon Plunder is some of the anti-farming strategies build in. Early on I thought I'd just "fight" low level foes and do nothing but try to amass gold... no luck there. Initially I disliked the lack of persistent health/armor but now I can see that it makes many battles feel "epic;" I can tow the line between life/death one fight then turn around and go all in on the next one skirting mortality agai (if I am lucky). It's sort of like a mesh of roguelike and those "boss battle" games (i.e. Shadow of Colossus, PS2 era) in some ways.
It's really starting to frustrate me that i am dying with multiple life scrolls just sitting there...why? Because you don't realize health is that low and even when I do I accidentally hit the spin button Out of habit and speed and for some reason you can't use the scroll mid reel....is that intended or an oversight?
Agree 100%. While you will see balance adjustments they will be based on analytics that I collect from gameplay and will be done very slightly at once. You won't start blowing through the game after a patch. *If* I decided to introduce a radical new feature it'd be an optional mode with separate leaderboards etc. I'm also surprised that I got absolutely no comment about the loot disappearing after a levelup from far away low level mobs - I guess no one noticed Hello Mfox, Version 1.14 (submitted to Apple - patch notes to follow) will make the damage dealing part of combat much clearer and easier to follow even if you're on a button mashing mood. The life scroll usability before a round is an intended feature and requires you to evaluate before spinning on wether or not to use it or take a chance and get some hearts/shields. That's part of the strategy. The display of the enemy damage range, also part of 1.14, will help alot in taking the decision. Hope that answers your question.
Version 1.14 has been submitted to Apple - here's what's to expect: (Warriors) Single bladed axe is now the combo symbol instead of the double bladed axe. The higher damage of the double bladed axe is now properly displayed in the battle reference. Adjusted skills descriptions in battle reference to match spent skill points. (Warriors) Added defense upgrade on shield wall's battle text when skilled up. Mobs damage range is now shown on the battle screen. Battle screen damage outcomes on health points vs shields are now more clearly outlined with visual cues/colors. Increased the blinking rate on low life. Added a confirmation prompt on life scroll usage. Slightly upgraded loot drops scaling for levels 4+ areas. (Mages and Rogues) Normalized hit points to match warriors. Rune attribution formula has been adjusted and is slightly more generous. Character's name field is now pre-filled with the previous character name. There's now an exit button on equipment, artifact and inventory screens. (Mages) Mana Vortex will no longer be wasted if all reels are selected. (Rogues) Poison modified damage will now shows as "+X damage (with poison)" instead of "+X poison damage". Several bug fixes. Rest assured that the balance adjustments done are minor and will not break the game in any ways. 1.15 will continue to go through your feedback to improve the playing experience and should also have some new game features as well to spice things up. More on that later. I will submit it shortly after 1.14's approval. Thanks again to everyone who purchased the game. Spread the word about the game to your contacts if you enjoy it. Also make sure to nominate Dungeon Plunder and your other weekly favorite games for this upcoming game of the week vote: http://forums.toucharcade.com/showthread.php?t=181131.
I've been following the forum since release and can't make a decision. The game sounds good and I love that the developer is active here and in game updates. But I'm confused where it mentions delux edition has extra skins but then the game mentions cost for the game and IAP. Is this going to be something I'll pay for then it'll go free and be IAP when all I really purchased were skins? Or will it keep its price model with cost for the game and friendly IAP you mention?
These sound great, thanks for such an awesome game! One thing I'd like is an option to switch my rune. Especially going at it the first time before playing the game, I probably would have chosen a different rune. Maybe it could cost gold to change so it isn't used to farm gold for a while and then switch, without a penalty but...anyway, I think your judgment/game balance and design is great so happy with whatever.
I found a "Girdle of Strenght +3" (misspelled). When I started at level 8, I found i could backtrack to the level 5 dungeon and kill the bosses there and, although most of the loot was worthless, I did get an artifact and several scrolls from them. For those who are wondering what rune to start with, I think defense (increased armor) is probably the most valuable, at least for the warrior.
I'm getting 3*level HP from matching 2 hearts, 4*level from 3 hearts, 6*level from 4 hearts. This is different from the 4/6/8 shown on the reference page. It also seems quite low. Most enemies do more than 3*level damage, I think, so I'm losing ground if I match two hearts and nothing else. Aside from the values, I wonder if it would be better if matching hearts gave a percentage of max HP, rather than depending only on level. This would make it more attractive to put more skill points into raising HP, because it would also make matching hearts stronger (in the same way that better armor makes matching shields stronger). Perhaps it could give 20%/30%/40% of max HP?
I am not the developer, but I read your last paragraph several times and am struggling to understand what you mean? As far as I know, buying Dungeon Plunder gets you the game. The Deluxe IAP gets you extra skins to use in game. These are cosmetic only and do not affect stats in the game. There does not seem to have been any mention of this game going freemium if that is what you are driving at...
Played about 90 min with my level 5-6 rogue last night, having perma-death really makes close battles intense! Was forced to use my life scroll on a not-so-impressive enemy after some bad luck with the slots, I fear my character is not long for this world! You will live on forever in my heart, Mike the rogue.
I'm ok with losing a little ground if you only get two hearts, personally. and it should only be a little. Dungeon Plunder said: "I'm also surprised that I got absolutely no comment about the loot disappearing after a levelup from far away low level mobs - I guess no one noticed" Hah! I was in the dungeon that has the two named bosses in it (third or fourth one?). I had killed one and was near a new level, so me being clever and all, figured I'd hit a scrub to get my level before I fought the other. Imagine my surprise when two of his four chests disappeared! Anyway, my rogue is up to level 9. I'm sitting at about 11k xp. I was down to single-digit health in one of my most recent fights. Scary stuff!
Dungeon Plunder has no (zero) IAP other than skins and tips. About the future cost of the game: Dungeon Plunder will never be free. I've seen games who go free for a period of time within 2-3 weeks of release .. it's an horrible slap to the face to those who paid the game and will not happen here. Temporary price reduction to .99, if it happens, will not be a long while. Buy with confidence. While I may create a free version of Dungeon Plunder later down the road it would not have the same feature set without paying for it in some ways and would have the typical shop where you can buy your way to glory. This hypothetical version would have separate leaderboards etc to not contaminate the premium version.