It only seems that way because you are using more and more swords to kill a given skull. I agree though that it feels a bit tough even on Easy. I enjoy it but would enjoy it more if i could keep playing a given game longer so that i could actually accumulate some nice stats and power-ups. I hope to read through this thread later to uncover some strategies to use to get further along. Definitely worth the price, though, especially if it gets updates with more game modes or classes or whatever.
I have another suggestion: When you are swiping through skulls/swords, it gives you a running total of the amount of damage, etc. It would be good to have the same for potions, shields and coins, so it shows how much health you will get, etc. I guess numeric readouts for the coins/upgrade/XP bars would be good too would that make sense?
The basic strategy is to go for the biggest matches possible, especially at the start of the game. Near the start of the game, the skulls are really weak, so you don't need to leave swords/potions lying around "just in case" (though that can make sense sometimes later in the game). Matching more stuff means you'll get more upgrades due to having killed more skulls and matched more shields. So match as much stuff as possible and get plenty of upgrades so that you're ready for when the game starts to get harder (the difficulty is related to the number of turns you've taken).
16,200 on Hard and 15,967 on Harder. The last one was going really well until I accidentally screwed up a swipe and missed off a few swords, leaving a boss skull to kill me on the next turn!
Bah, unless it is something like a "Muggins" you can only use once, being able to do over any stupid move would be way too abusable IMHO (even though I could be the poster child of stupid deaths in this game).
Perhaps it could be one of the spells, with an associated penalty and hefty cooldown Another idea I had for a spell would be something with a random element of risk, a bit like the teleport in Asteroids. It could either get you out of trouble, or, if you're unlucky, make things worse. I don't like the idea of a straight-up undo feature, though. Perhaps if you use it, it could make you ineligible for the leaderboards.
If I recall correctly, Easy scores aren't even tracked on OF/GC, right? Maybe it could be unlimited in Easy as a friendly training mode anyways. I too would LOVE some random/risky skill...like how about one that collects a random icon type? If really lucky it could clear out all of the skulls (well, except specials) for xp but just as likely it might clear out all of the swords for no use whatsoever.
Why not just a skill that randomly acts as one of the other skills? That might be fun. Kind of unpredictable....might suck if it hits Big Game Hunter at a bad time. Another skill I would like to see is an erase skill. If it comes up and you select it, it allows you to erase a skill you have already selected. This could be useful when you take an early skill, but then because of your other skill choices or the upgrades you take, you decide one is unnecessary.
Curious: What does Quick do for an item feature, and is it worth keeping versus upgrading the item from 40hp to 46hp but losing Quick? As an alternative, I can upgrade my weapon from 8 to 11 but lose 5% leech.
A lot of the upgrades and the like have better descriptions of what exactly they do on the 'stats' page, accessible from the upper right corner. Hit thatand then touch the accessory slot while you've got an accessory with the quick skill and you'll see it lowers the cooldown of every spell by 1.
Not so much battery hog but on a semi-related note I'm on iOS 4.2.1 and a 3Gs and my phone gets pretty damn hot playing this game and even worse it crashes hard after awhile, like literally my phone turns off and this is sometimes with as much as 40% charge remaining. Usually my game is saved when this happens but recently when it happend all local scores/settings got wiped. I attribue this to simple overheating but seems it might just be me as no one else is really reporting it. Oddly, it never crashes when I'm on AC power no matter how long I play, weird. I've said it before at the beginning of this thread and I'll say it again, this game is friggin' epic. Couple simple suggestions after spending too many hours playing this game to admit. -how about a full health 'jar' on level up? would be a nice perk and is already something of a standard in rpg's -can we somehow see the board when an upgrade has a 1 shot skill attached? often I have to bypass this in later stages simply because I can't see the screen to know if it's going to screw me or not
I'm not super keen on this one as it would then sort of invalidate the whole aspect of needing to properly manage health via potions. If leveling up automatically healed a player, potions would be far less meaningful and all emphasis would go to gaining experience. I agree it is pretty standard fare in other RPGs but, as this is all about resource juggling, it just might not work in well.
Good point, scrap the idea about health jar fillups, in advanced play when levelup's occur every few rounds, it's pointless. I say that because BOOM I finally achieved one of the holy grail combinations for basically infinite play on normal. Basically I read this entire thread front to back and the amount of tips and explanation got me over the stuck point which was really just not understanding wtf piercing, durability, spike and blount meant. =) Guess I'll play for awhile to get myself into a respectable spot on the normal leaderboard then move onto hard mode with the big boys.
This game is tremendously addictive. Normally when I get my ass handed to my by a game I give up and don't return for a few days minimum. With this game it's more like "oh shit...I died...ok...one more go". Looking forward to future updates enriching the experience. But already it's a five star gem.