The only issue with that method is that it's hard to highlight something that is completely gone. Maybe you'll need some other delimiter (asterisk or something) to note something else is missing. Overall, it's amazing to have a developer really engaged with the users, and dude, you made a real piece of art with this game.
Wow That does seem massive. Hmm but as much as i do want the game to improve, i don't want to lose the original either. Because new special tiles and customization of new characters seems like it'll change the gameplay from how it is currently. Could it be possible to add all this as a new mode or something while still keeping the ability to play the current version, although with minor tweaks. I love the game how it is anyway. I think its perfect. But i am sure many would disagree with my views. Just a thought anyway. If its not possible, i'll just keep the current .ipa file saved somewhere else and just replace it when i feel like playing the original.
I'd second this. The option to play the new mode, or turn the classes and new features on/off would be greatly appreciated. I can't wait for the update, but there's something nice about how easy and simple it is to just get into the current version of the game - it's simple to play, and is great for just picking up for 5 or 10 minutes without having to worry too much about anything too complicated.
The game looks great in 2x mode except for a few of the fonts. Universal would be nice, but not a high priority for me since it works fine as is. I generally avoid iPhone-only games though, part of why I didn't find this sooner. Some (many) skills are just not useful later in the game. I wonder about some way to replace skills or the like, otherwise there are a fair number of skills that I would just never take (e.g., Slash and Fireball seem random and fairly useless beyond the early game). Another cool addition would be an inventory. Allow a player to store up to 4 scrolls/single-use items, rather than only using them immediately. In that case, maybe they should be sold as alternatives in the Item Shop, rather than additional bonuses?
Yep, got this covered - the starting Adventurer class will play exactly the same as it currently does, to ease new players in and give a quick & easy option for people that don't care about unlocking & upgrading classes
Happy ... When a Dev supports with unbelievable (at this point promised) content update and listens to feedback is why I am happy to pay full price for a game! There should be some sort of app or website that easily tracks consumer happiness towards developers based on support and not just the game.
Has anyone else been using the massive upgrade strategy? I first get as much upgrade boosts as I can (.25x, .50x, etc.) and use the skill that doubles shields collected. I can basically get 2-3 upgrades on a single turn.
It makes good sense, and you can do the same thing with Boost Gold. (Which do you get more of over the course of a game, upgrades or item shop?) The only "problem" is that "economic" skills like Boost Armor and Boost Gold don't do anything directly to keep you alive, when the enemies start getting tough. I have been using Skill Elixir to level up much faster. It would be interesting to combine this with Boost Armor or Boost Gold to level those skills to level 10 as quickly as possible. But you still also need skills to help kill the enemies. Or maybe just use Teleport and play very conservatively when it's on cooldown.
Are you going to have separate leaderboards for different classes? On the one hand, they might be pretty incomparable. On the other hand, having too many can be just distracting. I am not usually a big advocate of leaderboards, but in a game like this where you are constantly starting over, it's nice to have a way to compare with what other people are doing.
Glad I bought this game, has given me great fun. And judging from the upcoming update, even more fun awaits, glee!
I usually use skill elixer to level up, but only use it before teleporting. And even though boost armor is a more economic skill, it's very useful for increasing weapon damage which is useful in the long run.
Has anyone else gotten this far? It's gotten to a point where I don't even have to attack or defend myself from the skulls, because they die from the spikes. I'm getting upgrades and level-ups almost every two turns.
What difficulty is that on? Those attack values seem low for your comparitave base damage, unless some have been blunted already.
The massive upgrade stategy works great on Normal, but on Hard, like others have said, it's tough to stay alive if you through too much into upgrade upgrades. Same thing with Skill Exilir. In Normal, I always have tons of potions on hand to convert. In Hard it's much tougher to keep decent hit points, and still have potions to spare. Also on Normal I find I can wait for the perfect skills to come along, while on Hard I find myself taking anything that isn't terrible just to keep myself afloat.
i dont know if this has been mentioned-- i havent been following the thread-- but instead of just having two settings between 30fps and 60fps, why not allow the user to change it to like, 45 or 50? 55 even would save a little battery life and not be as noticeable as 30.