Haven't forgot about it - just had quite a bit on my plate. I also want to have an option to invert the spin button / help-life scrolls for the iPad in the battle screen. Can't give timeframes on either though: trying to do a mix of new things and player requests every update. Obsidian and Gr3nade: I'd really appreciate if you could contact me by email at [email protected] so I can figure out why this is happening as I haven't got this to happen. I actually fixed a similar bug in 1.18 that caused the game to hang in the initial map generation but that one could be prevented by closing the app and restarting (worse case more than once). Thanks.
You rock dude way to Support your game. Your a mad man! I wish more companies would put as much effort into perfecting their games.
Dominic: thank you, as usual, for the update. I totally understand. I'll keep waiting for it then. Make sure when you launch it that you make a bit deal out of it in the update notes so I see it
While I was playing last night I ran into something odd. One the houses that give quests was completely surrounded on all four sides by mountains. I couldn't get to the house at all so I had to forget that quest completely. Nothing major, just thought you'd want to know.
First I hear about a quest hub being surrounded. Still had a case of mobs stuck reported this version ( ) but not a quest hub. Thanks
I love this game! Dev, I have a request. Would it be possible in an update to an another option in the options settings? An option that moves the 'spin' button from the top right to the bottom right? I am disabled and find it hard to keep reaching up to the top corner of the screen, after a short while its hurts. (Yes, I play your game in bed!) If its not possible thats ok, just thought id ask.
Thanks for the purchase! Noted - I'll do it in 1.19, worse case 1.20 It's been asked before by iPad users where they have to move their arm a lot which can get tiring.. and worse if you're disabled Should have put that button in the lower corner to begin with.
1.18 Update: I'm a couple days away from submission. Second new class will be the first (and only) one able to use 2 abilities in a single turn with the second one chaining off the first. For now here's a preview of the 3rd ranger. After the ocelot and the dire wolf I'm introducing you mini T-Rex and his master Elven Ranger.. or is it the other way around?
Wow! A Mini T-Rex; that's even better than the awesome "joke" elephant... Wait a second; fool me twice, shame on me...
Alright, how do you guys build the rogue? I'm stuck in a rut, not being able to progress past level 10 for 3 games. And yes, I'm playing as well as I can with what I got. Currently at +99% +56 hp +0 shields +15% coin 14 rd backstab 12 rd blade flurry 16 rd vanish 0% blind
Been a while since I've posted, but I came back to have a trawl of the forums and came across this game. I haven't been playing for too long, but first impressions: Really great. Very quick and simple to get started (no tutorial etc.), nostalgic feel and look of the game, wandering around freely is fun and the dungeons are a great addition. I do have some nitpicks and ideas for improvements, but before those I'd like to say what an enjoyment this game has been and (on the whole) very pleasing. I recommend it to anyone. Nitpicks: 1. The slot mechanic for battles does make take away from the skill aspect a little. There is some sort of tactic I do realise you can use (I'm playing a rogue, and i've been opening fights by getting potion stacks up before attacking because the potions can stun as well as give me defence I believe) etc. The idea that a fight is out of your hands (at least partly) is a little annoying. Perhaps have different monsters have different weaknesses. Snakes are invulnerable to poison attacks, poison is particularly effective against humans etc. Adding a greater element of skill/tactics would greatly improve this game I believe. Perhaps different weapons could hit higher against specific monsters; then you could think about your gear before a battle and plan a little more. These ideas are only examples of increasing the tactics; any increase in the tactics/skill of the game would be beneficial I believe. 2. Shiny, random loot. Certain tier monsters have a chance of dropping interesting stuff; chance increases by monster level; chests have a chance of dropping random skins (which would be fun for any player, regardless of level). Giving the player greater freedom to build his character and build the character uniquely rather than feeling as if they are following a pre-destined path is the key to a really great game (IMHO). A very fun game with great potential. I hope you've made some money from this, and that it gets more popular.
There's actually some of that in the game: Rogues will struggle against enemy with the resilience ability because they resist their stun but will have an easier time against poison enemys since they have more hearts on their reels than other classes. You'll notice that more the further you get in game or when you tried the other classes against those same later mobs. Could it be more in depth? Yes. I still want the game to be easy to pickup and remain casual in nature though, at least as a default setting. If there is one thing that I regret with Dungeon Plunder is that I should have had planned Diablo style random loot. Not saying it will never happen (when the game launched creatures had no abilities and that was a big shift as well) but it'd be tough to add without a significant overhaul of the game structure/interface. Thanks. I've been pushing weekly updates (except for this week because the 2 new classes just take longer to get right) and do plan on keeping on expanding it in various ways. Right now sales are close to single digit daily unfortunately mostly because the premium price which is an obstacle in app discovery and I kinda had a failed launch with no New & Noteworthy + most major sites snubbing it (not Touch Arcade though!). I haven't given up Toying with some ideas to relaunch the game because I do believe on it's potential and the feedback I get from players who took a chance with the game is very positive.
I actually paid to have the art for them and they are ready 100% (although I'd also need to get sets done for the new classes now). Just needs to be coded. Been prioritizing other content-oriented items though before (like enemy abilities and crafting quests) that were, imho, more desirable for players. Plan would be to have an update with them and cards as alternate visualization options. Just need to see where to prioritize those in my list - lots of important stuff are to be done still such as iCloud runes/class starting levels sharing which would have more impact I think.
An thanks no problem just glad there still an actual thing. Your doing a fantastic job of putting out updates, great work.
Thanks for the kind words Yeah they're an actual thing although now that I think about it the artist who made my set is MIA so that might be a problem to finish them.. I had them rendered as 12 sided dice: The actual odds are not a perfect match but they're a good compromise to be quickly refered to and have that cool "table rpg" feel at the same time: