This is my understanding of how XP works: Everytime you kill a (normal) skull you get 1 XP. Your STR stat provides you with a chance to have the skull count double (base chance is 20%: +5% per STR upgrade) In addition the +XP stat modifies the base value of killing a skull. At +XP: 0.25, every skull is worth 1.25 XP So when you are on a roll and fully upgraded +100% from STR, +3.00 XP - each skull should be generating 8XP (2*(1+3.0)) ---- My working theories on other XP issues: I believe that it takes 100 XP to go up a level I believe that boss monsters count as some number of skulls - exactly as if you killed 5-15 normal skulls. I think that this includes a multiple number of chances to double, and each getting effected by +XP. The Skill Elixer ability collects all potions, and they each generate 1 XP. I've seen that you get bonus XPs from collecting large numbers -but I have no idea if it is STR or VIT that provides the bonus chance. And I haven't looked closely enough to see if the +XP stat affects the XP earned from this skill. Simple enough?
Finally broke 15k on hard today, giving me a rank of 105 on score and 88 on turns... I was hoping of breaking into the top 100 on score But this did leave me wondering, do the OpenFeint leaderboards have scores from previous updates too? (the kind that might be pushing newer scores down) Also, might I recommend a competition for promo codes where you ask the users for newer opening texts to matches? I love reading the ones that already on here, but new creative ones would be even more awesome. Other than that the inputs PaulSC has provided pretty much cover all my concerns and hopes for the game. PS: This has to be one of the most exhausting and tiring match-3 games of all time. -.-
Thank you PaulSC! Upgrades focused on Weapon Dmg and XP. Skill-Combo: Dazzle, "Get all bottles as XP", "Get all shields", Teleport. Now game seems to be broken on normal and gets boring. Everything maxed, so now I always have to choose Health and Base Damage as Upgrade. Sadly I cannot upgrade the skills more than 10 times. Is DR pointless in the late game? Now I must wait till monsters are too strong for me and cant do nothing against it (except raising base dmg, and some upgrades?).
Ugh, I can't get out of my ~3k scoring range on normal. I think part of the problem is I don't pay enough attention to my health later on in the game. I wish there was a way to save mid-game, so that if you screwed up, you could restart with your character. I know it would sort of defeat the purpose of the game, but still. It'd also be nice if you got some sort of extra bonus for collecting potions when you don't need them. I haven't figured out what though, without it being really game breaking. Maybe like .1 xp each or something?
I think the fact that unneeded potions are useless UNLESS converted to something more useful is kind of cool personally. Just getting a huge chain isn't always going to be useful.
The Dungeon Raid thread I was seeking!! Thanks DR fans, I'm so glad to see other people raving about this game!! I'm hooked like a Paladin is to their Holy Sword! I was looking all over for strategy tips and finally found this thread. I urge someone to copy some of this text to the 'Open Feint' forum, or at least a link to here? (Oh heck, I can do that!!!!). I'm glad to know there's a multiplier for hard bc my scores were stuck @ ~4k on normal. I posted a strategy discussion on my blog: http://rekzkarz.blogspot.com/2011/02/dungeon-raid-strategies.html I'll post a link to here. After reading some strategies, I tried exploding potions & exp potions. Hated it!! What I've decided is that non-skill abilities, like high Str, Luk, and Spikes/Blunt/Poison do a lot for my playing style. Dazzle & 'coins -> swords to coins' are sweet, Teleport is a life saver, but other stuff is more stuff I mis-time or screws me. Great to know about longer chains having more bonuses. Also I still am not sure what "UP" stat & upgrade choice "UP" is?? Anyone? There's exp , GP, & UP. Oh well. So I love this game immensely & sent a bunch of ideas to the dev, who seemed to like my contribution. I was impressed to read that a devoted player had sugg'd the boss skulls. Wow! Good one!!! 2 points I want to make: This is *an incredible game* and well worth $3 or $4. But it's hard to tell from pics. I love the art style, but read composite about it in iTunes -- I'm struck by 'they don't get it!!! and also wonder if maybe 'tilesets' might help you bypass that? Get 'user submitted' tilesets coming in & allow players to change sets? Why not? *That'd be really rogue-like!!!* I think some 'help' is missing in the tutorial -- namely an explanation of the screens (how many exp & shields & coins needed to fill, a stat breakdown, and an explanation of obscure boosts like 'repair, penetration, UP, etc". I can't see when I get a 'bonus' item what's the difference? Etc. Now that I've had my say, I am still amazed by this game!! It'd be a great port to PC/Mac and I'm excited to see what mods come next...? Peace - rekzkarz.com
The whole Armor Repair vs. Upgrade stuff left me confused for a while in this game until fireflame and others here broke it down for me. Whenever shields are matched they first are used to repair your current armor (this is where your character's Defense and Dexterity stats are utilized to convert each shield cleared into multiple points of repair) but once fully repaired, the remaining shields cleared go into upgrading your equipment (in this case each shield is modified by your current Upgrade enhancements). So know that if you want to upgrade your gear it's a good idea to build up that Defense stat so that all of your repairs are handled in the first 2-3 shields collected from a group and the rest of the shields can go right into the important stuff.
2nd that The 'i' button would be quite handy on the upgrade screen. I suggest it takes you to "here's what you have now" (stats, item breakdown, & so on) and here's where you look up all skills/upgr's & so on. I'd really like a 'tombstone' equivalent for high scores which shows: name, score, turns, EXP GP UP, and what all stats were (a 'statblock'). Rogue-likes often include a 'killed by Vampire on lvl 30' line too, but possibly less interesting when all baddies are skulls & super-skulls. This is a great idea! I second this!! So in 'dungeon dive' mode, you are going say 30 lvls down to find 'the orb', which you get around level 30 (or whatever #) by defeating a particularly hard nasty. When it dies, the orb appears & you start making a run upwards!!! In your game, a winner might get a stat block on a leaderboard saying "Joe got the orb in X turns with a score of Y" (and I always love the 'statblock', but maybe it's unnecessary?) As always, you have made me stop playing my other beloved games bc of this game's "awesomeness"!!! Thanks!! rekzkarz.com Ps: LordGek's posts have me LOL'ing -- nice to have wit and good writing popping up in a thread (along w/the Game Dev, btw). Other folks are funny & well-written too, but his posts are standing out for me.
Someone else suggested this a few pages back as well, might do this but are promo codes a good incentive? Presumably the only people who'd want them are ones that don't already have the game, while the people who might want to write an intro story would probably be ones that do have the game. This is my feeling as well, having certain moves be useless in certain situations puts a bit more focus on better board control and adds more meaningful decisions - e.g. should I save these potions for later but clog up the screen in the meantime or should I grab them all now and risk a heap of skulls flooding in, or maybe I should pick up one of the potion converting skills next time. I'm hoping to get some actual artists after the next class update & do a graphical refresh of the game, and a few people have made some great suggestions about giving a sense of progress via changing art as a game goes on, which is something I'm quite interested in adding as too Yep, a lot of people are asking for something like this, so it's definitely on the list
Yeah, I guess you could chuck the promo codes and just ask for new intros from the current users. Either way, user sourced content for intros might turn out to be fun. As for a refresh of the art, I hope when you do reach that stage you'll keep the current tileset/motif as an option... say, Classic. I for one love the sober, down to business artwork. Also, can you explain how the game decides what abilities it offers to you when you level up? Often it seems like the game decides upon a particular subset and offers more of those (new abilities, not ability levels) and makes others rarer.
Great to hear from the dev. I have been saying this for weeks, but I think DR might be the best example of a perfect iPhone game. (still can't break my 29k barrier on Normal, dammit). I honestly wouldn't mind if you wanted to take all of the improvements and features and move them to a proper Dungeon Raid 2 sequel. I'd be more than happy to pay another $2.99 for it. Keep up the great work.
I hesitate to recommend this with all the luck factors involved. Hooked to this for a while, never break the 3K barrier on Easy (yes, keep laughing), even if I were lucky to have some real boost in base damage, I simply get overwhelmed. May be I should try some strategy advices given.
Once You get dazzle and teleport maxed out and with quicken (and two other spells that will help you), the game becomes impossible to lose. I've quit games on easy and normal because I just wouldn't die. It'd be nice if there was some form of balance there. The hard(er) levels are now my standard as they aren't easy to survive. So to the devs, will there be balancing improvements on the easy and normal difficulties?
Yeah, I get swamped around 3K on normal. I just always forget to check my health. I think once I made it up to 6K, but I have no idea how the guy above who can't break the 29K barrier does it. I'd be happy with 10K!
I've hit 30K before, all you have to do is get good spells and keep an eye on your health. Also try and get regan it does help.
I seem to be hitting a wall at 15-16k on hard ... I'll probably do better if I get Skill Elixir earlier in the match... and space out my Dazzles better.