None of that changes the fact that 12 skulls dropping in when you clear 12 tiles is nothing like random, it's just "time to die" mode.
While I understand the content of this post, I wanted to comment on it's form--tremendously long sentence. I was struck by it, for some reason.
This mode is just called : "Improve your strategy or you'll die again and again and again". What don't you understand in the words : "Just don't make big chain of 12 on higher turns"................
Hello! Please create a lite version so I (and I think many others) can test it!!! That would be great! Tyra
So I picked this up about a week ago and can't put it down. Great game. Been reading through this thread and watching the movement of the game from "basic" to the "advanced" mode it's in now. I LOVE the idea of putting races and classes in there. Personally I think that unlocked these races/classes should be achievement based, if it hasn't been proposed before. You start as a Human Fighter. Unlock an achievement to unlock Dwarf, a different achievement to unlock Cleric, etc. etc. Each race/class other then Human/Fighter would have one bonus and one neg attached to them. Dwarf would get more HP per potion, lets say, but require more gold to level gold. Or maybe dwarves would get higher health but lower dexterity. Barbarians would get double damage for each five swords used in a swing, but half healing from each pot. Or you could do extra .5 to base damage and higher starting health, but lower healing from each pot. In addition to these, I would introduce "Capstone" skills. When you cap each skill at lvl 10, it gets a bonus to it in some way. Fireball would move to 5x5 square. Slash would hit two random rows. Then, starting at level 20 or so, you can add one-time purchase skills which would increase capstone skills. Say Teleport can be upgraded to also use Treasure Chest. Pot to XP would give you 1 health per pot used in addition to the XP. This addition would be in addition to the level bonus's you get for getting 20th. As a new level skill at each 20th lvl I would suggest adding a removal skill, which has been talked about before. Spend one lvl upgrade to remove a specific skill so you can pick a second one. I love the idea of artifacts and think it could be implemented fairly easily. Each boss killed has the possible to drop a treasure chest. This chest would take it's place in the slot on the board and prevent falling from above. Chests can be collected by collecting gold. Artifacts would give a random item one extremely powerful bonus that could never be downgraded/sideways removed from the item. Each item can only have one artifact. Possible artifact bonus's could include a percentage chance to proc one of your existing skills for free (without needing to count down) every turn, or give triple existing health per pot, or hold a skill from this character to the next one. Really love this game and would love to see where it's going. Whoda
Is it just me or has Skill Elixir become rarer than Unobtanium now? I've spent countless games leveling up as fast as I can but see only the same old junk skills coming up repeatedly, waiting patiently for that addictive Elixir until I finally die an underpowered puke.
Ooh yeah, this sounds cool, a skill upgrade for getting it to level 10 might add an interesting emphasis on leveling your skills I think this is another case of bad luck streak, all the abilities have an equal chance of being offered on level up
Bad luck OR has fireflame found a way to ensure certain players that he doesn't care for (possibly due to something he picked up from the camera feed he receives from everyone who has his game installed EVEN IF they have no wi-fi or 3g connection)? Remember, whenever there is a choice between seemingly bad luck or VAST INTERNATIONAL CONSPIRACY, always side with the conspiracy theory!
Game Impressions this game is very cool and addictive, but $2,99 are WAY TOO MUCH!!! the game has no music, no achievements, nothing to unlock, there is no story, the graphics are ok, there are no effects, and there is no description what stat is doing what. you have to find it out by yourself this game needs more, than just one game mode. the dungoen crawling is cool, but what about multiplayer? or some kind of a game mode where i do not lose all my progress there are a lot of spells, and stats you can upgrade. a lot of the spells are just bullshit. than there are stats they are not worth to skill. upgrading spells are wasted skillpoints. well, the game is not very polish and the content is little, but the gameplay is very cool and fun. this game do not need an update, it needs a complete makeover, because of it's great potential
Skill elixir + Treasure Chamber. Pop the Treasure Chamber, then Skill Elixir, and collect 2 (not 1) gold drops, but you must collect it immediately. Keep Banish or Exorcise for the really bad specials.
I cannot get enough of this game. But i'm really shit at it. Really shit. I usually bow out at about 150-200 turns. But I keep coming back for more. Seriously addictive game and I can't wait for future updates. A Dungeon Raid 2 with a story mode would be all sorts of awesome.
so, should people not buy it? or do you want your money back? anything positive about the game? u trollin?
This game isn't even anything like Puzzle Quest 2 (not that it ever claimed to be) so he should be given DOUBLE his money back since the game wasn't anything like he expected after not having bothered to read the game's description, reviews, or followed this thread.
If 2.99 is to much for 30+ hours of entertainment than consider me ripped off. I think the guy is trollin, the game is a great pick up. Edit: To actually contribute to this post: What are people's strategy on Hard Mode? I tend to die after about 150-250 turns, and I don't see me getting much further without some combination of Teleport/Dazzle/Disarm/Enchant. I have generally been going Str/Dex/Armor for my passive stats. Any ideas on some successful strategies?
Apologies in advance if this question has already been addressed. What accounts for potions turning blue and quickening cooldown rather than replenishing health? This happens to me once in a while and just wondered what conditions cause this to occur. Thanks in advance for any info.
You used the Cool-Down skill which causes all potions on screen at the time you used the skill to turn into blue cool-down potions. Any new potions coming on screen afterwards will be normal again. All different types of potions are groupable so one group could have poison, exploding, cool-down, and normal ones at the same time.
Oh. I figured that skill/upgrade/ability lowered the cooldown for all 4 special skills/abilities. My lack of RPG terminology experience thwarts me once more! I'm still trying to get into Battleheart by looking over its threads but half the posts read like another language--'I spammed my tank class and blocked with my meat shield but my rogue wizard mage princess lost its bonus ability skill item stacked xp upgrade.' Anyhow, thanks for the feedback.