Any chance of being able to see my score WHILE I'm playing? I like to be able to gauge how well I'm doing.... Unless I'm missing something, I only see my level in the stats. ALSO, it'd be nice to see exactly WHAT causes my score to go up. Great game, of course. Got it as soon as it came out.
Different classes that enhanced certain skills, unlocked new skills, etc... would rock my world. EDIT: I second the 'show score while in-game' idea. Just to illustrate the sales impact of a TA review, check out this chart. Well deserved #6 on the US RPG chart http://www.appannie.com/dungeon-raid/ranking/history/
Jeez Art, you're a Dungeon Raiding machine, 2x the next highest score on Hard and 4x the next highest score on Harder
Really a nice game/surprise!!! Either I'm super lucky or it's really easy though, my second 'dungeon' lasted me 3 hours before dying on normal. Now I'm playing on harder. One question though...is there any music I'm the game? Because I hear none...I was hoping to hear the music in the video posted 2 pages ago...anyone know which music is? (or if it's a bug). Other than that I'm really liking the game...I only wish there would be some kind of end and some bosses. The concept is genius.
Thanks. Mostly just knowing what upgrades to pick. I definitely had fun on harder, was really hanging on by the skin of my teeth after level 80. I did *not* quit voluntarily, as I did on hard.
It's probably just me but I find that creating sword chains through skulls worth, say, 9 damage against skulls with 7 health doesn't kill them. Am I missing something?
Yep! That number over their hp that represents their armor. But, maybe it is clear to others here, even that is a little confusing since in the process of hitting the skull for 9 damage that armor value is dropping. So say you see a Skull with 7 health and 3 armor. I think if you hit him for 10 you'd probably kill it but, what isn't clear to me, is if the armor was damaged in the attack does that mean you only have to overcome the lowered value of the armor (perhaps down to 1 after your 9 damage attack) or is that new armor value only in effect for the next attack?
Finally! I've been following this thread since the beginning. I'm SO glad to finally see TA do a (wonderful, glowing) review on it! DR is fantastic and deserves whatever it gets and then some. If you're reading this and don't own it...get your ass to the app store!
You're lucky. I had the same thing happen to me. My first game was many, many hours long. I maxxed all my skills, upgraded like crazy, and finally gave up on it. Since then, I have gotten nowhere near that level of dominance in a game, on any difficulty setting! Doh.
best match 3 i have played in a while.. this has taken over the time i allotted for drop7 and dropzap 2. even though a little pricey for this type of game, it is easily worth $5. most addictive game ive played in the new yr
Now it's happening to me too I'm playing on harder tough...after a while if I loose concentration I die immediately Do you have music playing the game?
Hey, Firstly, I must say, this game is by FARRR the game that I've played the most this year (plus 2010). I'm writing this post because I just had a very nice idea for a new block : long-range attack. By combining one of them during the attack, you could skip one of any other block to continue your killing chain, but the attack of those block would be less than the swords, with chances of missing the targets. i.e : You combine 3 swords + 1 arrow, and you want to kill a skull that is inaccessible right now, but with an arrow, you could kill it by chaining a potion or any other type of block. Plus, with the new implementation of classes that you want to do, an archer, for exemple, could have more chance to get arrow than other, etc. You could implement a new item slot : the ranged-weapon, in which you could buy new weapon to do more damage when going ranged. The possiblities are unlimited!! I hope that you guys like the idea Edit : Just got another one : add a coop and versus mode, where both players would play on the same board, but turn by turn. This way, this would add some much strategy and gameplay to this already fantastic game!!
Was skeptical picking this up since it looked like another boring matching game, but after I grabbed it today and gave it a few goes, I can say i'm hooked. Not sure why, but it's hard to stop playing once you start a new game..lol anyways, it's definitely worth the 2.99.
Love this game, registered just to comment... I have some questions... many questions, more than I can think of now. 1. What the heck is Vitality? Just your HP? 2. If I can string 10 swords together and use them to attack a single skull, do I get XP for every sword icon? Is there any reason to kill a skull with 10 swords when only 3 would do the job? 3. What is dexterity? Same as defense per shield? The amount of shields you get per shield picked up? If I have any complaint (really a suggestion) about this game it's that there is a LOT for a person to keep track of and/or learn. Some sort of in-game glossary or in-depth text instructions would be REALLY helpful. The stat page doesn't make a lot sense to newbies. It's just a little overwhelming. Like I said, a glossary and or some sort of explanation about what every stat does in detail would solve this. Either here on the board, or better yet, in the game itself to help people. I'd also like to add that a lot of stuff didn't make sense to me until I skimmed this entire thread. One of my main confusions was what the heck all of those percentages were in the upgrades. I get it now, but it might make more sense if the BONUS text was more obvious and if an actual number popped up alerting you of your total haul. Kind of like how in an RPG a big number pops out of the head of every defeated baddie. It gives you a sense of accomplishment. I also think it would be cool if there was some sort of automatic bonus for clearing huge chains or every single instance of a certain item from the board. GREAT GAME! I love that you are posting with your audience here on this board.
Nope, there's no music, but you can play any music you have on the device during the game, just start it before you start the game! No idea what the music in the video is, but you could play it alongside the game if you wanted to Yeah, the skulls' armor works the same as your own, when you do 10 damage to a skull with 7 health and 4 armor, you'll only do 10-4=6 damage to its HP, leaving it at 1HP and depending on your armor piercing you have a chance to break the 4 points of armor. At base 50% piercing you'll generally break 2 points of armor and so the skull will be left with 1HP & 2 armor. The new armor value will only be in effect for the next attack. Great idea! I can definitely see this working as a weapon or ability-activated temporary effect where some of the tiles become arrows, not too sure if it'd work well as a permanent extra tile type. Right now there's enough work just managing the 5 tile types and the gameplay might become too complicated or chaotic with another one. Would work excellently with a ranged class, though, as you say 1. Each point of vitality adds 5HP and 5% chance to get a bonus potion when collecting 4+ potions 2. You only get XP per skull killed, regardless of damage done. It's still sometimes useful to get rid of swords you don't need, especially early on when you don't need to dish out much damage and they're just cluttering up space that could be taken up with tiles you actually want. Later on of course you might want to save as many swords as possible for future enemies. 3. Yep, dexterity gives you more armor recovery per shield you pick up. With 5 dex you'd be able to repair 5/10 armor to 10/10 with the first shield picked up, and so the rest will go towards upgrade points. Dex also increases chance of bonus shields by 5% Yep, fair enough. There's a series of help messages you can enable (either by starting tutorial or through the in-game menu), but they don't go too deeply into the sort of "this number does this, this percentage does that" kind of explanations, which I guess is what you'd like. Also, the stats show their effects in the level up menu, e.g. VIT says: Max health: 50 >> 55 Chance of bonus potion: 20% >> 25% I'm not too fond of heavy in-game explanations which tend to become universally dull and overbearing, and a lot of the stuff does become more clear as you play a few games, but you're right, a way to see more info about what a screen means would be handy. I'm thinking something like a question mark button in the corner of each window that would give a more detailed description of what's being shown?
Thank you! (I tried playing with the youtube video audio on background...it works but I have also its sound effects ) BTW...what started like 'let's try this fun LITTLE game'....soon became 'JUST ANOTHER DUNGEON OF THIS GREAT GAME' and my weekend was fast gone! It's really super addictive and strategical later on on harder, congratulations!!! Can't wait for new tweaks but as it is it's really super fun. And I'm loving the initial random 'stories'. And, to be honest, I'm really not the 'score attack' type....(I wish there would be random endings like the differents starts at some turn..then you can play forever till die). Like Sword of Fargoal where you can reach the Sword and then clim back up...or simply keep goind down. But, again, it's awesome as it is. Thanks for making it!
Where the hell is GameCenter? Supporting OpenFeint is like a new band releasing their stuff on cassette. It's over and obsolete. Use the one the creators of the freaking operating system use and is already built-in. It was created partly so we stop having this moronic segregation.