Differentiation Here's some thoughts I've had on how a little specialization can make the game more strategy rich Try adding more restrictions of what upgrades can appear on which piece of equipment My quick cut: Helms - only get +GP,+UP,+XP Shields - only get Spikes,Blunt,DEX Body - only get Durability,VIT,Repair Weapon - only get Leech,STR,<Piercing/Poison/BossSlaying?> Trinket - only get Regen,LUK,Quick Note - I left out upgrades that boost the "base" ability of the slot Now, if each piece of equipment is able to "hold" a specific (maximum) number of upgrades, we have differentiated upgrades from the store and made store purchases more strategic. Purchasing a new piece of equipment at the store can do two things - improve the base ability of the equipment (armor/weapon damage) and improve then number of upgrades the equipment can hold. --------- I'd love to see a more "mage-y" approach to the game become viable - I think that's critical if the "class" idea is going to work. But I think that necessitates an refactoring of the skill recharge mechanism. What exists now has the (not to be overlooked) advantage of being very simple - but that simplicity makes it challenging to have other abilities meaningfully interact with it (resulting in fixed level-up effects for skills, and significant restrictions on the Quicken ability) - and you need good interaction for a skill-centric strategy to be worthwhile. --------- Finally (for today), my BossSlaying (+BOSS) idea: have a weapon upgrade that deals an additional fraction of the total damage to boss monsters - maybe 0.25 per (so with 4 upgrades you do double damage to bosses?) PS: Am I the only one who thinks Boost Armor is much better than Enchant? Fully upgraded (Level 10 skill, Maxed +UP), I was getting between 1-2 upgrades every time I use the ability (every 5-6 turns).
Hey guys, I too signed up on here due to my love for this awesome game. I just can't stop playing it. One little feature I like is the clock feature lol. I love the fact that the dev even thought of putting that there. At any rate, I saw the "main site" of this game and I think it would be great if there was a forum there and other stuff y'know? I can see from reading the first 10 pages of this that a great community is formed and a dungeon raid forum would improve that. Unless of course i was ignorant and there was already a dungeon raid forum... If so.. where would i find it?..
Perfect commuting puzzle game This is the puzzle game that I've been looking for. I have a short commute to work - 15 minutes on a bus. I don't always get a seat and I don't always want to have my headphones on. Well done to the developer. I haven't played Puzzle Quest 2 since Dungeon Raid was released. PS: I just updated. Does anyone notice that the animations don't seem to be as fluid?
It sounds horrible and looks almost as bad. A Retina update, an artistic upgrade, and some music would do this game a lot of favors. It's incredibly dull in its current state, but has a lot of potential.
I think it sounds great. I love almost everything about the game in its current vanilla state. What does the update add/change? I'm currently in Japan and won't have access to wifi at all times. I guess I'll need to hit up an internet cafe.
For me too, it feels choppy. Most likely an error on the version sent to update; this tends to happen a lot with developers. Whatever may be the case, I hope a quick fix is in the works.
It doesn't seem to have additional content. You can cancel the line you are drawing by moving to the top or bottom of the screen. The release notes also say that battery utilization has been reduced. However, I found that the animations are not smooth after the update.
Nice constructive criticsm. Go play 'Infinity Blade', sir. I'm also experiencing the choppiness since updating. 3Gs running latest iOS.
Not quite - as part of improving Dungeon Raid's energy consumption I'd lowered the framerate (from 60 to 30), but I can put it back if it's too noticeable? I'd still like to get Normal to where it's impossible to go on forever but apart from that there's still players that are finding it too difficult so I'd rather not make it even more so. The difficulty levels are largely there for this reason, progress to Hard & Harder at your own pace once you feel Normal's no longer challenging lol I said this too ages ago but don't think anyone believed me then. There's a few skills that become much more powerful at level 10 than they seem at level 1 just because they quickly outpace the "stronger" versions in cooldown (I've also noted your suggestions and will have a think about them, if you've got any more ideas about abilities I'll be happy to see them ) Hah I actually didn't think of that, someone requested I add a clock, it made good sense and I was happy to oblige
As much fun as I am having with this game, I would actually have much more fun with it, if it were more aesthetically pleasing, visuals go a long way, and what this game has is rather bland and uninspiring. The gameplay is great, buut a full package is even better. If it had the visuals and polish of a 10tons match3, eg Azkend or Heroes of Kalevala, i would be inclined to rate it that much higher. So I agree with him.
Would it be possible to toggle framerate via options? I like the smoothness of the animation right now and I don't think the game is such a massive hit on the battery that it requires going down to 30. I guess I will update anyway and find out for myself how choppy it is. Also, please leave the normal difficulty as is. Different people have different difficulty curves. If you can marathon forever on Normal, then great, you are the 1% elite. Most people hit a wall WAY before that and it becomes a great challenge to try and crack that barrier over and over again. Making the game harder is... well, I guess that's why there's a harder mode. The game is so brilliant that I find it funny you are such a down to earth dev who will readily admit to other people's suggestions and happy accidents.
+1 After playing it at 60 fps, 30 just looks like its lagging A quality toggle would be appreciated. Or maybe you could try to improve how it looks at 30 fps itself?~
No worries, I'll add it as a menu option, really should have done that in the first place Yeah, pretty much this. i think there's a good distribution of challenge across the 4 difficulties, if Normal becomes too easy move up to Hard and you might find that the same strategies don't quite work out as well and the game is challenging again. The game's brilliant thanks to all the great suggestions and happy accidents, it'd be silly not to give credit where credit's due
I think I may be one of the very few who enjoy and frustrate at the same time. After the update, I even fail to break the 2K barrier at Easy. Should I just turn off that "boss monster" option or is there any more strategy to maximize the score?
You could say that again. I got to 29K on Normal, so I've been giving Hard a try. In three games, I haven't broke 2000 yet. It's really kicking my butt.
I switched to the hardest mode almost immediately. Not because I was great at it on Normal, but because for me this game loses it's appeal when it goes on too long. I like the game being short, and really it isn't that short. I wouldn't mind an even harder difficulty level.
Skill Suggestion: A Skill that lets you replace say an X number of tiles of your choice on the board With random tiles or mabbe with swords or shields. Like a more controlled version of Fireball or like an Upgrade to fireball at level 5? or something like that for would be cool. Right now all what upgrading a skill does is lower cooldowns (atleast the skills i use most of the time, dunno about the all skills.) Stupid suggestion: Game Description says "Ultra-smooth 60 frames per second tile-matching adventure" Needs to be changed for accuracy. P.S. After playing awhile at 30 FPS it doesn't seem all that different or bad. Don't mind if thats not changed immediately.