That is the way to go. Thank you very much for the game - it is being a blast to play! A question on experience: do I get more experience when I fight bigger enemies? Also, it really isn't clear to me if this is the way it's meant to be, but hopefully v1.14 clears that out. Many times as a warrior I get a "you get 2 damage" but only get 1 point reduced of my armor. Is it a rounding? Is it because of an effect? Either way, that should be reflected in the number. As it is, it is just confusing. Keep up the great work! Are you still considering working on the movement controls for the iPad? Cheers
Found the strength typo while fixing a bug with the cloak of protection yesterday so that one is fixed in 1.14 Old bosses will be squished in 1.15 - good catch. Don't abuse it folks in the mean time This will be addressed in 1.15. Good observations. I'd say however that for now I'm comfortable in having low hearts not matching enemy damage 100% since they can (and often will) be paired with another results such as shields (and rogues already can combo hearts with shields). I don't necessarily want them scaling with health either as having higher health already provides a much welcomed buffer when armor goes down. In short I like it the way it is at this time. Hearts will have a boost next patch when the values will be adjusted upwards to match paytable. I'll then observe the results and listen to the feedback. Like anything it can be reconsidered down the road.
Bigger enemies will yield you higher experience - it's numeral based, not % based. Probably not worth it though. That's the effect of either the warrior inner ability (check the help section for details) on damage absorption, your protection artifacts and/or your defense skills spending. Sometimes a shield will absorb 2 points instead of 1 as a result. 1.14 will show a split between armor down and health. If I need to expand further I will but there's a thin line between too much and not enough info to not get new players overwhelmed. I want to keep the game accessible to a wide audience. Thanks and yes I'm still considering it. Might not be on the next one but it's on the list.
Ok ok you got me, thank you for your reply I really appreciate you taking the time. I'm happy to hear it won't go free anytime soon or anything like that so I'm happy to buy the game now with everything else I know. I know I haven't downloaded it yet or tried it but am just about to, I was wondering with the classes is there an idea in your head to add other classes in the future?
This has been one of the better games I've tried lately. What I dig is that it has *no* time commitment, *no* timer, and *no* reaction time. Those three have made it into a perfect fit for meshing in with all the other hoopla going on in my life as well as the many other games I'm trying to keep up with. It gets most of its play at the end of the day when I'm winding down and no longer have the mental acuity to handle an action or reaction based game, or the attention span to handle a more involved RPG or adventure game. Fire it up, play for however I long I want, hit menu, ta-da. UI could use some tweaks (e.g. very awkward moving from my equipped equipment, to artifacts, then finally to inventory) and a way to review active quests, but for a rogue like with some novel combat mechanics, great effort.
Answer is yes, I have one designed but not coded or tested yet. The current 3 should keep you busy for a bit though. Content wise I will add some more variety to the game through free upgrades first as well as addressing some player feedback. Not leaking anything yet though, soon enough Nice to read this as it's exactly the goal I was aiming for: entertaining, simple, playable casually with just enough strategy to keep you satisfied. 1.14 added an exit button to all screens but the navigation remained the same to reach the last screen. Not 100% sure if tabs for each would help so much at this time tbh vs taps but if in the future more sub-screens are added on that bundle it could be considered.
When my level 11 warrior died, the start screen showed that I could start with a new warrior at level 8, but if I wanted to start with another class it would be at level 1. I didn't try it, is that how it works?
Yes. Unlockable levels are class based, that's intended. The design idea behind it is that it's considered to be 3 different games to play through the 3 classes hence each has separate unlockable starting levels, leaderboards, achievements, etc. Future classes will follow the same logic. Also the legacy of your level 11 warrior, since you started at level 8, is not applicable to level 1s of other classes to not cheat the system with a quick level 8 suicide run. If you had started level 1 however you could have used that legacy on other classes.
No, my level 11 warrior started at level 1 (that was my second run-through after an early character that died pretty fast). So I got the choice of a level 8 warrior with bonus gold and items, or a level 1 of another class but with the same bonus gold and items. Starting at level 1 but with lots of gold and artifacts I'm sure I could plow through the early levels with any class. I guess I have three slots so I can start one character in each class and work it up and have a successor of the same class.
Your starting level is only as high as your immediately previous run right? If I die at 11 and start at 8, then die at 8 I'll start at 5 on the next run?
Yeah that's a good plan. No your level unlock remains no matter what happens on future games - it's yours to keep. Would be a little rough otherwise
I'm sure I probly missed this but what are the point of the ressurrection scrolls? Twice I used them when I accidentally got into a battle I couldn't win, I thought they were suppose to prevent death? I dunno I still died what was the point of it?
I added a confirmation window on scroll usage on 1.14 submitted last night to prevent accidental tapping. It also briefly explains the effect of the life scrolls if you missed the initial tooltip about them. On another topic I had a question on Facebook regarding the initial early adopter rune promo (heroic edition): it will remain in effect for 1.14 and 1.15 but will probably be gone for new purchasers starting at 1.16 which would theoretically be approved in about 3 weeks from now if I keep getting 7 days approval times. Due to iOS limitations unfortunately if you uninstall the game and install it post 1.16 it will no longer recognize you as an Heroic Edition as I cannot track the original purchase date from a clean slate.
I second that. iCloud saves are a must for RPGs and adventure games. While it won't sway a purchase, your fans will surely appreciate your thoughtfulness.
Thanks again for listening to all of our feedback. I think this is a good, solid game, that could truly become a great game in time, given some more variety to the creatures and loot.