I think the names of the weapons are also randomized. Finally starting to understand how to truly play this game after spending a week with it. Basically, always go for the biggest link unless you need to make a survivalist call. Still a scrub, but almost hit 10k score on normal tonight.
My favorite spell combo: Treasure chest then Double Coin then All Health (or All Shield). The coins you clear that drop from all X don't consume the treasure "buff" so your next coin clear will also drop coins...both of them will also get the 2x coin buff. I usually get 3-4 upgrades per combo. The last spell I usually get the Enchant (Upgrade) spell, all skulls to swords (for the hard skulls), or Banish.
This seems like a better forums to reach the dev, so I'm going to post my idea for a new game mode here. Currently the game is more of a turn-based system. What if it was real-time? There'd be a little timer before the next monster attack, and if you were quick enough you might be able to squeeze in 2 moves or even 3 instead of just 1. However, moving fast might not get you the optimal chain. It would also open up new skill possibilities related to manipulating time. I think it'd be a different, faster and potentially more exciting game mode. Anyways, totally addicted. Trying to figure out a good strategy for long-term on harder after scoring 43k on normal. Gets pretty tough when those boss monsters roll down every 3-4 moves.
I would agree, and i'm on 3GS too....but maybe it's just because I expect it not to use much because of how deceptively simple it looks compared to some graphic intensive games, so could be imagining it. Or it could just because I play too much!
Really loving this game.. A quick strategy question.. later in the game, is it still a wise move to make the biggest possible matches? Sometimes when I do a whole heap of skulls fall down, and unless there are appropriate matching swords, they can decimate my health (even if im full) in a turn or two... Also, do you guys always aim for the same four activatable skills each game? I always try to get teleport, dazzle, disarm and enchant.. is that a good combo?
I can guarantee you that the amount of skulls falling in doesn't ever change throughout the game, the skulls get more powerful but all tile types always have an equal chance of dropping. It might seem like there's a lot of skulls when you're about to die if you start to ignore the ones on the board and try to collect health/shields to last a bit longer, but that's to be expected. What levels are you getting stuck on? Some people in this thread are getting to level 200+ on Harder so there's definitely a few viable strategies to staying ahead of the difficulty curve. It might take a few games to get a feel for which skills are most useful to you and which upgrades to focus on. Hey, sorry, I did see your suggestion (and wrote it down on my list of alternative mode ideas) but forgot to reply. I'm thinking I'll try a few of these out for the update after next, quite a few fun modes have already been suggested and I'm keen to see which ones actually work well in practice I'll have a look into it, I'm sure the power usage can be improved
I really want to buy this game, but I can't help but see that former $1.99 price and think I really should wait for it to go back to that. How long can I hold out?
That's a great combo. I think I prefer Banish or Xp>Potions to Enchant. But Teleport, Dazzle and Disarm are huge. Especially Dazzle. That one has saved my butt more times than I can count.
Posted by Terelin: Also, do you guys always aim for the same four activatable skills each game? I always try to get teleport, dazzle, disarm and enchant.. is that a good combo? Posted by Dead Clown: That's a great combo. I think I prefer Banish or Xp>Potions to Enchant. But Teleport, Dazzle and Disarm are huge. Especially Dazzle. That one has saved my butt more times than I can count. ************************* I agree with both of you, these are very good choices. Magic sword is excellent as well. When maxed, its low cooldown gives you real boss killing power. There are some other good (maybe better) choices as well, if you think about the skill choices with an open mind in light of the game mechanics. Many do stink, but I know I misjudged some of them initially.
Hey guys, i finished the skulls section of the wiki, i added a really nice logo, background and template (if you don't see it, empty the cache). I still don't know what to do for the equipment section (as pointed out, the images and names are randomized). But it looks really good, i'm really proud of it since i had no experience at all.
Whilst I appreciate your response, I just don't believe the amount of skull drops remains constant. Basically I can't score above 1600 on Hard and that's because a tipping point is reached where 90% of the drops are skulls with almost NO swords. This does NOT happen earlier in the game, I wish I could show you what I mean. I've played a few more times today and the same outcome, I clear a load of coins and 9 skulls drop in, nothing else. It's ridiculous and kills the fun.
Well, seeing as though Fireflame coded the, you know, game...I'm going to have to say he's right about this one.
Honest, all tile types always have an equal chance of dropping and it's unaffected by current number of turns, score, level or anything else. If 90% of the tiles dropping in after a while were skulls there's no possible way so many people on the leaderboards could be reaching 2000+ score. Having said that, even though in the long run each tile is equally likely, it doesn't mean that clearing 10 tiles will give you 2 coins, 2 shields, 2 skulls, 2 potions & 2 swords. In fact, there's ~3% chance that at least 5 of the tiles will be skulls, so in a long game where you often match a lot of tiles you're pretty much guaranteed to occasionally run into large groups of skulls. It sounds like you're having really terrible luck, but as someone mentioned a couple of pages back, clearing a load of tiles in the mid/late game might be a bad idea for this exact reason - if you get unlucky and a load of skulls drops in you might not be able to handle them before they overwhelm you. Try playing a bit more defensively in the midgame, and only grab large swathes of tiles if you've got a couple of magic swords/trap on the board or teleport/disarm/freeze/etc off cooldown
So think about how the game works and how you might adjust your strategy for that. Around turn 34 skulls start to have a little armor and then you get your first boss come out around turn 50. The turn after the boss, skulls start to get more than 4 health, and start to get up to 2 armor. This means that by turn 50, in order to single swipe skulls with 1 sword in the swipe, you really should have at least a combined damage (base+sword) of 8. But this ramps up fast. The earliest 2/2/7 I have seen has been turn 68. So you have to think about adding strength and weapon damage and base damage to stay above the curve. Now sometimes your skulls are split up and you cannot swipe them. 1 point of luck early is almost necessary by turn 68 when you might start seeing damage skulls. The other thing is, although damage and %up for shields and exp are priority....1 point of regen can go a really far way in getting you through the mid game.
A small suggestion: When you are upgrading and you get an 'instant spell' option (eg, treasure, etc), it would be helpful if you could press a button to hide the upgrade panel so that you can see the current state of the board. That would help you decide if going for the spell is worth it in that situation, eg, if you can clear a large part of the board, it might be worth choosing the upgrade that gives you the instant treasure spell. As it is, the board is covered up by the upgrade screen.
Good point! I'd feel a lot safer snagging "Swords to Gold" if I could confirm that there are only 1-2 skulls on the screen (and even then on the top half).
I think the skulls are missing the one that does reflect damage on you (does damage to you equal to the damage you do to it). Also like to address how OP that is. Why should I be forced to take damage on this skull? In late game it means that if I don't have near full health when he pops up, I could die even if I kill him first turn he appears.