You could make a successor rogue in slot 1 (using your inheritance), and then make a different character class in slot 2 (with no inheritance) and play that character for a while. My warrior is level 20 and slowly grinding through the level 20 foes while trying to accumulate money for more pieces of Crusader armor before taking on Nicodemus's minion or the archmage himself. I'm guessing that if I can barely beat the typical level 20 defenders, the boss and sub-boss will wipe me.
For the warrior, the main tradeoffs I wrestle with are: 1. When to use Shield Wall or Riposte, vs saving it. When does it give the most added value? 2. Survival is more important than inflicting damage, but when to keep axes vs. deciding to spin for shields? 3. If I already have a pair of shields, is it worth keeping an axe as well, or would I rather spin all the remaining reels to try to get more shields?
I'm not 100% sure it's correct but it matches the sets that I see. E.g., if you spin the Shield/Axe combo (or force it using Riposte), then there always seems to be a Heart above it and a Coin below it.
It's great to see folks dedicated to the game like this. Just hope that we won't see ripoffs of the game mechanic like Dungeon Raid's too soon using your data Still no word about 1.14's approval though. The positive side of it is that 1.15 will be more stuffed out. Can't wait to get back to working on it tonight I'll also post a preview of the patch later on.
King cashing uses the slot mechanic but you are bound to get people ripping off your idea with how well you have done with it. Just look at the million endless runners there are out there! Still can't decide on a favourite class though, so far I've played warrior to 10, rogue to 8 and Mage I'm playing right now. Although I do generally button mash and pick items to hold very quickly...I suppose I'd do a lot better if I was strategic about it, trying to gain as much gold per fight as I can ect
I think I figured out what has been bugging me about Dungeon Plunder's dungeons. I read somewhere about someone else complaining about how the dungeons felt samey as the overworld and it didn't strike me then. It is traps and puzzles. Dungeons usually have stuff like teleporting traps, snares of doom, pits, ladders, treasure rooms, secret doors, altars for stat changes... Not really asking for the above to be implemented, but just sharing my sudden realization. Dungeon Plunder is still the most frequently played game I have been playing since I downloaded it the other day. Anybody beat Nicodemus yet?
That's a good point. I'd love to see a few additional non-combat tiles added; traps, spikes, shrines (risky, single use objects; might raise a stat, might lower one) "wandering" merchants, enchanters, NPCs that need help "kill the snake next to me to save me and get a reward, whee!, etc.
First of all thank you everyone for the vote of Game of the Week. Never thought I'd make it against Block Fortress! iPad and Puce: Good feedback there - funny because that's exactly where I'm going feature wise on the game: My top priority was improving combat. After seeing the video reviews I realized it needed some TLC. 1.14 helps with the clarity and damage tracking, 1.15 will bring more newbie friendliness by both fading useless symbols and preventing their selection. 1.15 will also introduce enemy special abilities that will put some much more needed variety in battles. 1.16 will wrap up enemy abilities and will start spicing up the world / dungeon elements and encounters. I already have art commissioned in that regard but I don't want to get too ahead of myself there and will wait until I have things actually done before announcing. I think you'll like the things that will be introduced. I also will keep an eye on balancing the various classes and content to make sure that the game feels right. As promised here's 3 quick shots of some of 1.15's features: Pressing on the ability will explain it. At long last, after so many futile deaths, the elusive Run Away button Only works before the first spin is done. Cooldowns will be displayed greyed out when they're 5 rounds away or less. Feel free to throw in suggestions as always
Those plans sound great. Will Run Away work mid-battle? I feel like that would hurt the high-stakes feeling of battles, knowing you can chicken out at any time and your life isn't really at stake. I think maybe it should only be allowed immediately after entering a battle and disappear after you make your first attack.
I like the look of those upcoming changes! It's always refreshing to see a dev taking player feedback seriously and actively improving an existing game, and not just a "well, maybe for the sequel!" response. Thumbs up for Mr. DP! Err.. Mr. DungeonPlunder. Congratulations on a well-earned GOTW award! Oh, fun! Let's see... 1) How about a flavorful log of deaths, accessible from the main screen? When viewed, this screen would show a stat screen of characters that have perished in the past, along with a flavorful line detailing their final moments. These moments could be captured with a collection of rolling adjectives/phrases. For example: Mr. Sparky shuffled off this mortal coil, brained by a Giant Snake. He reached level 3 before suffering this tragic fate, and even his favorite longsword +1 couldn't save him. You can see where a lot of plug n' play verbs/adjectives/game variables could fit in there, to make for an inventive and fun death log. 2) Gambling Since we have a slot machine mechanic, some additional prizes that are awarded/earned would be fun. Maybe the opportunity to earn chests during battle, and you have to spin after combat to determine what you received? Landing 3/4/5 of a kind would net the player increasingly better rewards. This might also be fun for quest rewards; an option to just take the stated reward, or gamble for a possible worse/better reward depending on how kindly the reels treat you. Some rare/unexpected reel entries might be enjoyable as well, to produce powerful (if rare) results.
I'm really digging this game. The permadeath keeps me on my toes but the inheritance feature keeps death from being too depressing. I love the ideas that the developer posted. I would concur that the "run away" option should only be available before you spin the wheel the first time. I say that once you've started the fight, you are in it for good. Either that or you would have to create a new "evade" skill that would be upgradeable and help you get out of fights.
If I finish a game when not connected to the internet (on a plane), will my results get posted to GameCenter later, when I reconnect? Or are they gone for good?
That's how it works - should have been more clear in my message! Will edit it. Run Away will be gone for good once you spin. You can review the special abilities before running away. It should. Apple's programming reference states that if there's a network error that GameCenter will handle the resend so for the developer it's a fire and forget.
Can happen sometimes with the current map generation sorry. I hopefully fixed that one in 1.15. Just wish the approval thing was a bit shorter
Ok, just checking to make sure that I wasn't missing anything obvious or secret like a teleport spell or portal. Thanks.
Looks pretty good. I'm torn on the slot mechanic. I can see how it could work and be a lot of fun...but also can see how it can kill the game. I'm willing to try anything though.
In case you haven't bought already here's a 30 mins video I had posted on my Facebook a couple days ago with, imho, fair and balanced comments on how the game and combat works outlining it's pros and cons: EDIT: See post below with the embedding magic! Hope it helps.