New Monster Ability Idea! Jammer: Anytime you use a skill while Jammer is on screen, there is a good chance another available skill will be triggered instead. The chance of your chosen skill being used as planned is increased based on your level of expertise in the skill.
Cool idea. Here's something inspired by it: Clone Magic: Choose one of your other spells. Clone Magic is cast as a copy of that spell.
Given how many spell slots that takes up, if I were running things, I'd leave the exploit in. Going out of your way to collect these spells, if you even can, will cripple your run anyway. Can we assume from that that casting Boost Health on the same turn as Heal will double the effect? And same with Boost Armor and Repair? What about Boost Health and Potions > XP? One last thought: I think it'd be fun to tweak with some of the cooldowns on the--oh, let's just use the word--lamer spells can be upgraded to where they can be used every turn. Some would obviously break the game, but others would be really interesting as 'no cooldown' spells. (Repair, Xp Potions, Explosive Potions for instance)
REALLY looking forward to the update; this has been my top/most played game on iOS for the past month (and I buy a lot of games). I agree a graphics refresh would go along way to boosting mainstream appeal and therefore, sales. They're not bad as is, but perhaps lack the 'kick' they need to appeal to a broader audience. Keep up the great work, definitely one of my favorite purchases so far!
True, it could, but I reckon 4 upgrades every 20ish turns + teleport might be enough to last a long while Yep for the first two, Boost Health + Skill Potion doesn't work since the potions are collected as XP, not as potions Slash is a 1-cooldown ability when maxed out & quickened I think collection skills like Repair could completely break the game if they were 0-cooldown, since you'd just be sweeping the board of tiles each turn, getting a 0-cooldown Treasure, Repair & Skill Potion would mean you only have skulls and swords on the board each turn Oh and I do like a lot of the skill/enemy suggestions posted, some of the monsters have already made it into the current update, and the rest might be making it into future ones. I think at least as far as special enemies go there's always going to be room for a few more
Something that could eventually become 0 cooldown might be fun but I agree that you'd have to be REALLY careful in choosing which skill could get this quick...might even have to be a new one with some sort of slight side-effect so that it isn't so abusable.
Game Impressions I got a sneak peek at THE FUTURE (the upcoming update due to drop any day now) and it's pretty cool. I've only played a bit so far and while I see the new OF leaderboards are in place, they have yet to be switched on (this is no loss to me as I'm sure my scores would be knocked off in two seconds). New Baddies! While I thought I heard there are 10 or so, I saw three of them and they're definitely interesting but, at least in the three I'd seen, nothing super scary just fun. Here are the 3 I saw: -Greaser: All normal skulls drop down a row at the end of each turn. While it sounds almost meaningless, the further down the skulls go, the further away they'll be from the newly incoming swords. -Alpha: This guy calls all of the normal skulls on the board to his side. It's interesting but in some ways just feels like he's making it easier to kill him and his buddies as they nicely cluster themselves. -Magnetizer: This guys is similar to Alpha but in his case he's calling over all swords and shields to his immediate surroundings. Is this guy suicidal or what? At least this could be a bit dangerous if it means it takes swords away from the other skulls on the board. Lastly I also got to see the new "One Off Skills" at the store and it is cool how this is implemented. This one off skill is tied to an item so you still have your 3 choices but if you choose this one item it also will immediately trigger the indicated skill. I'm not sure if it can be ANY skill in the game or only a small subset but some of these skills are the type you DO NOT want going off at an inopportune time (like Golden Sword which converts all swords to coins). So your choice at the shop, which now does tend to have better stuff and is much more likely to carry over your previous enhancements, is that much more difficult as you have to decide if that piece of armor, while not ideal, is worth taking just for this instantly triggered skill or, visa versa, that item looks sweet but I really don't want to set off the given skill. So There!
How about an Archmage boss? Randomly uses a skill belonging to other bosses each turn. Or how about Illusionist, causes you to mistakenly activate a random skill every (4?) turns, triggering its cool down. Man that would be annoying.
I really like those both ideas!! Well, I won't like it in game but will make it even more interesting.. xD
Ok, so was able to get the update over air on the train into the office this morning. Saw a few new bosses. Saw some great improvements to the coin store. Saw some instant skills in the store. All great. But....did the scoring system totally change? I just played a game on harder, 190 turns, fairly normal average game for me and it would have been in the 8k-9k scoring before...but it was only 2800 or so this time. Also, it appears if Game Center scores are not registering yet?
Perhaps now that scores are being properly separated the harder ones are no longer given the multipliers? Just a guess.
Yeah, probably right. I see some scores in Game Center now. I see my Harder score in Open Feint, but not Game Center yet. Having the update hit just as I get to work sucks! I want to play!
Yeah, looks like the GC scores are posting a little slower than the OF ones, just started coming through now, I was starting to get a bit worried And yep, the scores are no longer being multiplied by the difficulty since they're properly separated now, so the numbers might seem a bit small On the other hand, no huge easy scores to pollute the list
And by the way...I feel bad that my first comments seem like complaints. Thanks so much for your hard work FF. I love this game, and am super happy about the update. I look forward to more in the future.
Game Impressions Last night I met two more cool new guys (I've actually seen more of them but shouldn't give them all away...) -Trampler: Each turn he BREAKS a sword or shield on the board. These broken swords and shields don't just go away, oh no, instead they stay on the board as nice useless pieces that need to be cleared out in a group of other swords or shields while adding nothing to the groupings value. -Alchemist: Each turn on the board he'll randomly transform two tiles to something else. Not deadly in himself but could easily screw up some big grouping you were hoping to score. I really can't wait to see how some of these new guys work together or with some of the old baddies as I see a lot of them as relatively harmless (with a few exceptions) but, combined with some other baddies, have potential to be extremely deadly, take this potential combo: -Greasy: Drops all other skulls down a row each turn. -Assassin: Does huge extra damage to the player for each turn he is on the bottom of the board. See what a tag team these two could make?
My plan for a fixed store was always to get life leach up decently, and I now have a level 19 hard game in progress with 20% leach. I therefore just noticed that life leach is based on the damage shown (i.e. base + weapon damage x swords modified by any bonus skills) meaning that: (1) dazzle has a healing benefit to a modest extent; and (2) the turn a sword to 5x damage also has a modest healing benefit. This kind of breaks "realism" I suppose, since you "life leech" a lot more if you overkill one skull with 20 swords then if you kill 10 skulls with 2 swords. Fireflame likely concluded life leach would be too powerful to leach based on the damage actually done to skulls, but clearly in an ideal world that is the way life leach would be calculated. That said, this way definitely adds some strategy to how you best use life leach. I also noticed that life leach is rounded down, meaning that you have to watch your damage number and decide whether to use the extra sword or not based on that. 20% life leach is real healing, definitely somewhat better than 4 points in luck by level 19, and as it continues to scale with weapon dps that gap will increase. However, it should be noted that even with the improved store, keeping your life leach means passing on over 1/3 of possible weapon upgrades. So there is some sacrifice. I think its probably worth it. I am not too sure about my long term prospects this game, I have 0 durability upgrades so far and only a point or two in blunting, but I have the life leach and a lot of +xp, +shield, so we'll see. Look for me on the hard leaderboard tonight!