I think you're oversimplifying, there is strategy to the battles. It's a combination of strategy and chance. I'd say there is a learning curve cause I know I'm not as good as I could be. I'm doing okay but I haven't taken the time to figure out how to most effectively use the various abilities, or the best way to allocate skill points. I'll get better and progress further as I explore those things more thoroughly.
There's some meta strategy in managing your cash (when do you spend for equipment upgrades? if you do that every chance you get, you'll run out of money when you need it). But most of the skill is in managing the battles (respins and skill use). There's definitely a significant learning curve there.
Sure, I see that. Don't get me wrong, I think the game is a good attempt, from a talented and committed developer, and I can imagine really good things coming from him in the future. I've noticed the dev has been incredible in responding to player feedback and actively improving the app. That said, for me, this game is essentially a slot machine where the player gets to make some choices to mitigate the house odds. I guess I expect more from an rpg (even a rogue-like) than throwing myself at static system until I discover the optimal formula.
Not to pile on but, while luck factors in, it's like saying there is no skill to being good at video poker. This game is all about reading your current reels, assessing your situation (what skills you have available vs. the creature's inherent abilities), and trying as best as possible to guide things toward a positive outcome. While I like it, don't expect a storyline and, while not truly a grindfest, I'll grant that if the whole concept of combat based off of a video poker like mechanic doesn't hook you in during the first few battles, you'll surely find the 20-50th battle pretty tedious. Sure your abilities will evolve a bit and the monsters will throw some different twists your way, but 90% of the game will be playing this same fantasy slot poker thingy.
Good points LordGek There is a bit of strategy to video poker, but seriously how many rounds of video poker can you play before your luck runs out? In normal VP you continue to play until you decide to cash out or go broke. How much you're willing to wager/lose is up to you. In Dungeon Plunder you lose a single round and it's game over. Every battle is the equivalent of *all in on one pull*. The game encourages you to grow toward a goal but narrows your ability to continue to the equivalent of a coin toss. That's it's fundamental flaw.
You can't lose a battle in this game in a single pull. You start with more armor and health than you can lose in one round. You need to have a high win rate in battles (maybe around 98%) to win the game. That leads to the goal of developing your strategy so that you win very consistently. This is quite possible, but it takes a strategy designed for that goal.
Ok That may be how you start, but it becomes possible probable very quickly. I get that it's possible to beat the game, the question for me is, is it fun doing so? How many restarts is it worth doing to achieve a 98% win rate?
I feel the game is fun in a rogue like way, it has strategy and luck and I don't feel is that hard to win battles, maybe someone is exaggerating a little bit. Congrats to the dev for the game
I'm having a lot of fun with this game, dropped the extra cash on the deluxe on the same day I purchased the game. Really looking forward to the ranger. Has anyone heard how much the new classes are going to cost, and what the other two classes are?
I don't understand what you mean. Why do you need to restart to achieve a 98% win rate? You just need to play better.
Yes, the characters were created under 1.15 but were never used on a loaded map. I started keeping a save for each class when you separated inheritance between classes - get a character killed, create their successor, but moved onto another class (been playing warrior -> mage -> rogue -> war...). So when the 1.15 characters were loaded for the first time on a 1.16 map, I experienced the lethal glitch of no level appropriate enemies. It was as if the map was generated as though my character was 2 levels higher.
I had another user who experienced this and it was the same: 1.15 created character with no map. Sent you a private message.
If you do implement icloud in the future to sync runes as you mentioned before, I would like to suggest you also sync the starting level for each class. So for example if I unlock starting level of 4 for mages on my phone, I'll have that level on my ipad as well. That would be great.
Awesome, thanks. I've been playing on both devices and been concerned that I was leveling up the mage on the phone while all my runes and other classes are on the ipad.
Game Impressions Just downloaded this and played for a few minutes... Oh my, is this game polished. I'm going to need a bit more time with it (that I sadly don't have until these next 4 papers are finished), but early impressions are, well, WOW. Beautiful UI, beautiful music, and I am actually LOVING the fighting mechanic... Yeah, this is one of those games built for the iOS that reminds me of how singular and worthwhile the experience of gaming on an iDevice can be... DBC
Never, under any circumstances, fight any sort of snake with a mage. There just aren't enough hearts on the wheels.