Also as cool is that the super scary expert players are more than willing to share their secrets so the dev can make the game more challenging to everyone. How many times have you played a game where there are some top players with insane legitimate that too competitive to ever leak their little exploit.
@fireflame Great game, I can't put this down... What are you plans for future content updates? More, more, more! So addicted.
While I won't pretend to guess the order he's tackling all of these things, he has hinted at: -More skills. -Better balancing of existing skills. -More specials. -HD graphics (retina and iPad native). -Classes (the player chooses a class at the start of the game which then will influence the skill and stat options they get at each level up). -General system tweaking (like right now FireFlame is trying to figure out how to cap the key exploits used by folk like ArtNJ to get near infinite scores while at the same time keeping it accessible to newbies).
Classes would be so great! I'm pretty excited for the future of this game! Thanks for your reply, lordgek.
Let's not and say we did! No reason we can't make our cases to the dev and hope he agrees with our priorities, but I still think we need to leave it to the dev himself to gage which changes are the most practical and which, while good ideas, are going to have to wait on the sidelines for a while.
20% is better than a free potion a turn. Much more than that and potions get pretty irrelevant. I think one could easily argue for 25%, but I wouldnt go higher without it costing more upgrade points. For example, I could see going to 30% life leech with it being a sliding scale, 5% for the first two life leach upgrade, 4% for the next two upgrade points, then 3% for the next 4 points. That would give you a max of 30% life leech, but you would have to invest more points to get it. I am advocating reduction of the durability cap as well, at least slightly. 95% durability makes the repair stat irrelevant. I could also see making durability a sliding scale, 10% for the first two upgrades, and 5% each for the next 4. So far, fireflame has not commented on durability caps. Fireflame is going to cap the +upgrade, gold and exp per skull skills as well. All of these caps dont impact new players or early struggles. They just cut short marathon sessions. If you want a true marathon, you can play a lower difficulty. Infinite play should be a thing of the past on hard and harder
I agree with the durability cap as well, and a sliding scale's a a good idea. And yep, the goal with these balancing changes is to make the game more challenging for people currently reaching levels 250+ on Harder, not to impede the newer players
True! But couldn't that be just as easily accomplished with proper scaling of skull power? Anyway, Fireflame clearly knows what he/she is doing, so I'm not worried. But I'll say this much: It's more fun to reach for a difficult-to-achieve all-in strategy than to play each game muddling around in "priority pick" strats. That is, I'm agreeing with your sliding scale approach. It's much more interesting to cap leech in the 30-40% range, but to have the last few points be in the 1-2% range per rank up. IT seems to me the ideal situation is to create a number of viable paths -- each that play very differently -- but that all result in a similar success level. So if you go all defensive as a strat, it should end up getting you about as far as an all offensive strat. Or a caster-heavy strat. Or a etc. Anyway, again, my 2 coins.
OMG this game is getting better and better with every new update (the same with Phoenix game!). I'm glad I bought this awesome game!
Battery Life Has anyone else noticed playing this game burns through the iPhone's battery like crazy?
Nope, and I've played it for several hours in a day on my iPhone 4. It's no more battery-intensive than any other game, and less intensive than some (*cough* Infinity Blade *cough*)
What's up guys. I was the one setting up the wiki, it has been hard with school and work, but i finally set up the level skills since i believe those are the most important ones. I already have the pictures for the upgrade skills, and i am trying to get the pictures for the skulls and the equipment (there's tons of equipment). Please feel free to contribute. - http://dungeonraid.wikia.com/wiki/Dungeon_raid_Wiki, this is the main page - http://dungeonraid.wikia.com/wiki/%22Level_Up%22_Skills, this is the page for the skills PS: as always, if fireflame has any problems or concerns, please let me know.
Aren't the stats of the items made up for each game? I don't think the "Rusted Dagger" will be the same for each player.
It's me again. I made some cosmetic changes, i added a favicon, a background and a wordmark (i think that's the name). I also added the "upgrade" skills section, the next section will be the skulls section, and i'm in the process of getting more equipment pictures. PS: the cosmetic changes are made with the best of my ability, if you guys can do something better, feel free to contribute. - http://dungeonraid.wikia.com/wiki/Dungeon_raid_Wiki, main page - http://dungeonraid.wikia.com/wiki/%22Level_Up%22_Skills, level up skills - http://dungeonraid.wikia.com/wiki/%22Upgrade%22_skills, upgrade skills
This game gets too hard too fast. There comes a tipping point where the only icons that fall are skulls and nothing else, it's like the game is saying "that's your lot, time to die now!". I think rebalancing is needed.