That said, durability is quite rare compared to other upgrades. I just got to level 22 without seeing it once on harder. So it is certainly not common.
currently my match 3 addiction. cant seem to score past 2500 on harder though practice practice practice!
Right there with you! I hear so many not quite making this game a way of life whining that it NEEDS a campaign or story mode but I just am not seeing that personally. While I appreciate a good story might make an initial play through a bit more interesting I'm sure it would ruin any replay value as you trapse through the same silly story for the 99th time. I also see a couple of gameplay changes that would almost certainly be required if a story were added in: 1) Scripted events: If there were to be any sort of comprehensible story FF would almost certainly need to script in things like when you first gain your Teleport Skill, or when you meet certain key special/boss monsters to fit in with the story. Part of the power of this game is simply managing the chaos of never knowing who might show up when and which item/skills are offered up at each level gain. 2) Lots of breaks in the flow: Another powerful aspect of the game is its continuous unbroken flow which would SURELY have to be broken up frequently for these little scripted story events with superficial scenery changes. BUT... I do have a possible idea that, while not necessarily easy to implement, could give the game a little more context for those who like missions. My concept of a Campaign would be first and foremost simply an excuse to travel though all of the games 4 difficulties with some mission objectives for each level. Since I LOVE the game's current random intro stories, this might be a cute way to actually give them some significance. I propose each of those stories get broken down to 1 or 2 objectives and then have these objectives scaled to each of the four difficulty levels. So the game would start at the Easy difficulty and the random intro would then show, in a second page, your objective(s) somehow loosely based from the story ("Gather X Gold", "Defeat X Skulls", or any number of possible objectives). Ideally, except for perhaps the final difficulty, your traipse through each level will have a very finite number of turns to reach your goals. If you either make it to the end of your turn limit or die with the objectives completed, you can then move onto the next level. If not your run will come to en end. Should you make it to the next level it will be a whole new game at the higher difficulty level with a new character (like this is the next generation of the same family or some lame connection if possible...maybe just something as silly as, "meanwhile across town...") with new random objectives. The score would be the combined score of each level's run although they probably should be scaled somehow so that each later level has a bigger impact on the total combined score.
I have another idea. While I'm always been a 'story driven' gamer, I can't stop playing this game too. I LOVE the random intros too, even if I'm starting to see those repeated now. I think that a really easy to implement a way to give tha game a bit of 'story driven flavor' while mantaining everything as it is is every X-turns add a piece of the story, in the same form of the random intros. Instead of random intros, devs have to 'code' random 'stories', each one with let's say 10 entries, the first one the already existing intro...when you start you get the random intro...then after 50 turns you get another bit of the story...and so on...till turn XXX...then you're succeful (another closing story screen, and possibly an achievement like 'Mole adopted boy story completed' or 'Smell in the Town resolved') and CONTINUE playing as before in a 'champion arena' or something like that (this is for the Dungeon Raid gods out there...). This way people loving the game as it is (without story) would have only to tap 'continue' every X-turns (nothing major) and people wanting a bit of story can have that. Implementing it shouldn't be too difficult, aside from creating compelling and funny stories like the intros now. What do you think?
achievements? That would be nice. What would be amazing is multiplayer!! 2 players seeing the same board, strategize which pieces to use. Would make this game so much better even though I am addicted anyways
Sounds like it's time for a contest or something. I'm sure fans of the game would love to submit more intros for the game. Also, (Not that I don't like the graphics...) if you ever feel like spiffing up the graphics a bit, shoot me a line. i'd love to work up some Skelly's for ya.
Fireflame said he was going to cap store upgrades at 2 per item based on my complaining that getting as many as 5 per item really dramatically changed the difficulty over the long haul. If thats it, most people shouldnt notice the change.
Yep, it was really only the helmet & chest piece that could have more than 2 upgrades before, now capped at 2, so shouldn't be too noticeable. Apart from that life leech is now a bit more rare, and the poison upgrade now does 2 damage per turn Hahah Uwe is a misunderstood genius, no doubt
Just imagine the dramatic tension! "Crap, there's the infamous Greaser and not a sword in sight! I know! I'll sit here and polish up my damaged armor!"(?!)
Very good changes. Do you get XP for poison kills (or spikes for that matter)? Seems to me that poison is now roughly (almost?) as good as spikes if you start to fall behind on damage. I need to figure out whether to scrap my walk through or not...I got a 5% life leech as my first upgrade.
BTW, I hijack the thread to thank you for the walkthrough...I already did almost all those things, but it was inspiring (and made me play a lot more than planned, damn you! ). Obviously by no means I'm a Dungeon Raid GOD like you...my (lousy) top score on harder is around 2K....but I'm constantly improving.
I think my biggest consistent issue is the tunnel vision I develop once I get into a Dungeon Raiding Frenzy! I'll be so focused on some single aspect at any point like leveling up or killing the current screen of baddies that I fail to realize I'm critically low on health (even with the cool heartbeat sound effect it doesn't pierce my narrow focus).
This is me as well. I often find myself focusing on the board and forgetting about my health, armor, etc. There's a heartbeat sound effect? I need to play my games with the sound on more often.
QUOTING!!!! I was about to ask the dev to make the screen FLASH constantly when low on health, for the very same reason!!! I stopped playing with the music because I cannot hear properly the heart pump sound and I stupidely died countelss times focusing on other things while low on health. When in DungeonRaid frenzy I'm so focused making the biggest chains or improving something that I forget I've health and monsters do attack me too. Loving the game, it has some kind of magic that constantly bring me back to the game. I'm starting seeing skulls and shields chains in real life too, which is scary. Last time happed that to me, was when Tetris came out, ages ago.
This is exactly my problem. I am sometimes just cruising...all the pieces are falling into place, getting all the upgrades I want, have all my protections in place, just cruising along...grab a line of coins and then RED SCREEN. And the worst is, often in those cases I had a teleport up, or some other way to save it. But I had tunnel vision.
Yeah, your heartbeat gets louder and faster as you are reaching critical condition...I think there might even be some health beaker pulsing/flashing as well but am not sure. IF you have the sound effects enabled (I too almost always kill the music in games so as not to clash with the TV on in the room) and don't try to whiz through the turns too quickly I think there is a boatload of feedback to inform you of your impending doom. I think my bigger issue is that while I often catch that I'm ABOUT to die by my next move and there is nothing I can do about it...had I been paying better attention a turn or so before I wouldn't have gotten to that point.