Just picked this up, and I didn't put it down until my ipod's battery was drained down from a full charge! It's are for that to happen, but Dungeon Plunder and Rediculous Fishing have done it to me in just under two days! I also picked up the Deluxe Edition for the extra avatar skins, and also to support and thank the developer.
Do you have any plans to show enemy level on the overworld screens? Or is it just obvious enough that no red X means he's your level and lower? I used to want this feature, but now that I think about it... maybe the red X is enough. A level indicator would save me from wasting time fighting low levels but I guess the run away feature can resolve that.
Any plans to port to other OS e.g. Android? I've grown out of nethack/rogue and MUDs (although reading the thread is a siren call to my adolescence). My friend has an Android device and would LOVE this game. Kudos for sticking to your purist guns (with some novel twists) and pricing strategy. Especially your voice in the forum and continued development of the game. Good to know that players still like challenge and healthy competition [leaderboard]. Nice to think that nethack/rogue is still with us in one form or another - rebooted into Demon's Souls.
Not sure if it was mentioned but now the "Exit" button covers the buy button on weapopns, bottom right. Tried to upgrade dagger and the exit button was covering it. Top right of the buy button was exposed so with trial and error was able to do it.
Level indicator is not a super high priority - I kinda like the X thing and with the run away upcoming it will less of a concern. Getting lots of request for Android. I unfortunately went "full native" with the coding of Dungeon Plunder which makes a port not an easy task but that being said there's a good chance of it appearing on Android one day still. My focus atm is 100% on updates. Thanks for the report Boobi I'll fix it in 1.15 before submitting. Wish I hadn't missed that though.
Just wanted to say I absolutely love this game. I hope to see more apps like this from you. This has been a great month for iOS games and this will be staying on my phone for a long time.
Thanks, make sure to review the app if not done already! Speaking of reviews this is one big downside of doing frequent improvements: I lose all my good reviews and if someone puts a 1-2 star right after the update that's all the potential buyer will see pretty much.
Thanks for taking the time to review, much appreciated. I'll have at least another evening of testing tomorrow before submitting 1.15 as there's just alot of changes with the abilities, some enemies have 2 of them, and I want to make sure I am 100% comfortable with their impact on the game. I should have some previews of the 1.16 content this week. I also commissioned today for the art of the first 2 new classes with new mechanics which are designed "on paper" but need to be implemented and tested to see if they feel right. I should have a preview up of one of them this week as well. They won't be live until 1.17 at earliest however.
Are the new character classes going to be IAP? If so, I hope it's considered part of purchasing "Deluxe".
I got stuck on terrain Bug I have never encountered... I reached to lv16, and then I found the path throuth next area is blocked by two mountains.
Have you updated to 1.14? This is supposed to be fixed in the update, but if your map was generated with the old version there's no solution other than to die and start over, or to have the developer help you directly.
I'll have to check the cost difference with the artist. Map models are the highest resolution already but the combat ones could be improved for the iPads. I'll have more on that later as we get closer to the release of them but I just wanted to say that the Deluxe Edition is to be considered as the purchase of 6 alternate cosmetic models. While there may be extra associated to Deluxe Edition in the future you must not purchase it solely with this expectation. Please consider your purchase decision as what is explained in the game atm. Unfortunately some maps pre-1.15 have a small chance of having mountains in the overpass leading to the final area. 1.15 will no longer generate maps with it and will also retroactively fix existing maps with the problem. I'm very sorry you had a bad draw there . When you first reported the issue last monday I had the 1.14 update in the queue already but the fix will be part of 1.15.
I think there should be an increase in skill points between lvls from 5 to maybe 7? There are too many skills to distribute points to and mob scaling increases dramatically lvls 8+. My strategy has been to build up my defenses before attacking, but often fall victim to a bad couple rolls which ultimately leads to death. When my hp's are around 200 and mobs are hitting for 50 or so, 4-5 rolls without a shield and its game over. The furthest i've made it to is lvl 11 but died 2 mobs afterward. I've tried increasing blocking percentage to 20% and 13 round rolls for the specials but when i do that my hp's and attack % suffers. Maybe i'm just unlucky but i am enjoying the game so far. I just hope i can get past this wall before it starts to get frustrating.
I like the skill points decision to be a meaningful one but do understand your point. I increased the loot quality in 1.14 for 8-10, 13-15, 18-21 which should help in that curve there compared to previous versions where the loot quality was just too low. Let me know how it goes when you'll have done those levels under 1.14 to more properly prepare for the level 11 hike. That being said I'm revising all opponents atm with their special abilities and running fights against them with the 3 classes so make sure balance is good. I also increased the hit points past level 5 and tweaked the shield efficiency formula to be more effective on low defense and much less on higher defense which helps alot for the case described I think. The game will remain tough.. while I don't want the game to be cruised in a single 1-20 session I'm not happy with the current low amount of Nicodemus kills, or number of players who made it past level 16. What I'm aiming is for fights to be fun close calls but not desperate causes. Thanks for the feedback, appreciated.
It's just not that hard. I played three games, the first one I died in the first few levels because I didn't understand the mechanics yet, the second one I died in the level 15 dungeon because I didn't expect the boss to be so much tougher than the other level 15 enemies, the third one I won the game and killed Nicodemus. Maybe I was a bit lucky in that third game but still it was hardly so far out of reach. If you start tweaking it to be easier and easier so that people can win without the best strategies then the people who find the best strategies will have a cakewalk. Just my two cents. Alternatively, include more difficulty levels/variation so that people who want it easier can have it easier and people who want it harder can have it harder (with a corresponding score bonus on the leaderboards?).
The default difficulty level right now is hard. Yes you made it but the truth is out of over 20k+ games that I tracked there's a grand total of 23 players who made it to level 15, huge majority of these were warriors. There's a strategy that works well for warriors to beat it but I don't want the game to be a one-trick pony down the road. While I think some adjustments I've done in 1.14 will help the game is probably still too hard for the vast majority of people right now. With the introduction of enemy abilities I had to redo all the numbers for each opponent to compensate and I'm running each fight with each class down to the final levels before submitting - hopefully tonight. I trust you'll like the result on your next run with another class on 1.15 and will have some pleasant surprise when facing again some foes with some deadly combos I'm not opposed to the idea of having harder difficulty modes btw for more dedicated players, I'm all for giving the maximum value out of the game for veteran players and thus like that idea alot, but the current default difficulty needs some tweaking to not discourage people too much. I receive passionate emails about that every day.