There is no link between your equipment level or amount of gold of your old character and the inheritance gold size : it's purely the level achieved. Runes are indeed powerups for all your characters. Checkout the Rune button on the main menu - when there's a small red cross next to it it means there's one for you to scribe. As an early adopter of the game you received an intermediate one that you can scribe right away. Choose wisely - intermediates (and higher) are not that easy to come by
Should I venture into a dungeon? I have been so far staying above ground. If you go down and it is too far above you can you exit again? I guess that was my big fear.
You can enter and exit dungeons at the same point so won't get trapped. There is better loot in dungeons. I'm surprised by your lack of zeal and adventure.
Hello David, It's not an imbalancing boost really as my goal was just to say thank you for taking a chance on this game - not to ruin it. There's 4 ranks of runes (Minor, Intermediate, Major and Legendary) and the gifted one is an intermediate. You can still choose to not scribe it and just scribe those you find on your own if you want to - I can understand motives behind that reasoning.
I dont like the fact that when you die thats it. It's kind of a dealbreaker and that sucks because I really like a lot about the game. I'm going to keep trying it & I will update if I change my mind. I still think it's good though, I mean hey it's not another endless runner... It's something a bit fresher. I also thought the controls were good thank god it's not virtual d-pad controls.
A challenge eh? I haven't ventured mainly because I made the DRASTIC mistake of confronting a chaos orc veteran (with a red x) my second battle of a game. Soooo, since that didn't end well I am hesitant to go where I might not return.
Ok tks. I will just go ahead and splurge all my gold on equipment upgrades then since the level determines the inheritance... I really like the extra mini quest that you added into Dungeon Plunder. The first one I did was the snakes quest. That added extra goals to aim for in this otherwise roguelike game, which can get aimless for me.
Is the early adopter rune a one-time use rune? If you scribe it and then your next character dies, is it gone for good? I haven't gone into the rune menu yet.
Runes stay active for the duration regardless of character; all current and future adventurers you create should benefit from runes. It's a smart design choice from the developer, similar to inheritance, that allows you to bulk up in a way that transfers to successors but keeps things balanced. Although chose wisely, there's no "take backs."
Oh, so all runes are permanent forever? Interesting, I'll try it out. What about artifacts, I found one but I didn't really understand what it did. They disappear when you die, I guess.
Okay I've been playing this game a little bit longer now and I like it more Then I had originally thought. Especially if eventually the runes get very powerful. However I think for beginners playing this game a lot of people will just give up on it right away which is unfortunate so if the runes do get better I think the developer should entice people to keep playing and let them have a glimpse of the Powers they will acquire and eventually. If the game becomes easier to stay alive eventually that will be a good thing but in the beginning it's quite frustrating.
There is always progression though, you use your inheritance to buy gear at the beginning of your game and you're already a step ahead of the last time. Getting further each time. That's how I see it. Unless you make a mistake and die early, I guess.
I do not suggest dying at level 1. Bad things. Are there any hidden passageways, or is it a map error if stuff spawns in a location that appears to be blocked? One thing that is really interesting to me. On the one hand, the fact that the overland map is laid out more or less the same each time (I'm not sure if it is identical or not) contributes to a sense of grind because if you are dying, you are going over the same areas again and again. By the same token, when you finally make your way to a new area, it feels pretty good.
I like the look of the Deluxe Edition characters, if the art was a bit sharper on iPad or if I had a better iPhone I would buy that IAP.
I agree that the smaller axes hit for less. Interesting that you intended them to be equal. It would make sense to me to have the small axes paired with the shields, and have the solo double axes do a bit more damage (but be more risky since they wouldn't be paired with shields).
Hi Dominic, I have played the game a bit so far, and I have to say that it is a very interesting concept. I'm finding it quite fun so far, and I want to keep playing it. That being said, there are a couple of things I would like to bring up, asides from the comments about extra tapping on buttons which I agree with as well. - The combat UI is a bit unexplained. How does damage and armor work? Meaning, I'm playing with the warrior, and sometimes I match two shields, and it says "You take X Damage", but my health is the same. I guess that the shields add to my existing armor, and the end result is "Current Armor" + Shields - Damage taken? I believe this would be better understandable if there was some sort of small animation of the relevant numbers changing - like numbers rolling down or up, depending on whether they're decreasing or increasing, and perhaps highlighting them red or green depending on the change, while they're animating. - Also, there were some comments here a few pages ago about if there were store differences, and I now understand why... When we start the game, there are 3 stores there - at least there were, in my game - but all of them sell exactly the same thing, which made it a bit confusing if I hadn't read the previous posts about their inventory being always the same. - I guess this is kind of minor after you learn it, but my major problem is really navigating around the world with the iPad. Using NW, NE, SW and SE as the areas to touch to move one tile at a time is quite cumbersome on the iPad. Would it be possible to have a "touch to move to" control method? I'm thinking something like Avadon - effectively, it's also an isometric RPG, and the touch to move to a place is quite suitable for an iPad. To be honest, that is really my main gripe with the game, the other ones are things I can get used to. Other than that, I really do want to keep on playing it and make progress, but navigating around the world is sometimes a bit awkward on the iPad, at least for me. I guess that if this is all I can really suggest to improve the game, the rest must be really good, so by all means, keep up the great work, and looking forward to seeing what the future holds Cheers, Paulo
Thanks for the purchase Paulo. Great idea, noted. I'll replace them by regular buildings there and keep the tent outside only. There's no point anyways going inside to shop really. I'll see what I can do about it (you're not the first one to mention it) but it probably won't be in the first update as I want to do it right. It's on the list though. Thanks for the constructive feedback and I indeed have some good surprises down the road
By all means, thank you for being so open and engaged with the community. I'm loving the game, even though I am sometimes very puzzled by how the combat numbers end up working - I guess that the stats page will help out with this. Thank you for the reply, and take your time - I trust you to build the new features the right way P.s. actually, the first thing that came to my mind when I played the combat was more poker than slot machines, so I end up playing it with a vibe of sword and poker