There is one spell that is unique to each class (until you level that class enough to unlock it for all), and that is the skill shown there. The adventurer does not have a class specific skill and I guess teleport was just randomly chosen as a placeholder so that tab wouldn't be blank.
I don't follow. The adventurer draws from all unlocked skills, correct? So I thought he couldn't, and didn't need to, replace skills.
Game Impressions First of all, I just want to say Dungeon Raid is damn near sublime, and it's so cool to see the developer posting here. Double kudos! Not to mention the amount of content in the 1.3 update. So, really, triple kudos! That said, I'm going to get a little mean now. Apologies in advance. 1) The 1.3 update is a sad mess in terms of conveying to me -- the player who already loves the game, for cryin' out loud! -- just what the heck is going on. I have no idea how or whether I'm unlocking anything. I have no idea what the holy heck is up on that godawfully inscrutable character edit screen. I've played five games on the hardest difficulty and killed plenty of unique monsters. Why aren't I unlocking anything else? Why isn't my dwarven warrior leveling up? Why are there padlocks everywhere and how do I unlock them? Am I close? Am I doing the wrong thing? Am I missing some important tiny button? 2) A game like Dungeon Raid deserves its own forum. I can't believe the official site is nothing but a splash page. Surely that's incorrect. I can only surmise there is some sort of complicated way to get into the game's official discussion forum that's tantamount to editing my unlocked dwarven warrior's abilities and perks and spells and whatnot. Because slogging through this thread, where I suspect others have said exactly what I'm saying here, isn't an acceptable alternative. So, the bottom line is that it's a great update -- as near as I can tell -- to a great game that needs better documentation and a manageable interface. It also needs a place for confused people like me to ask questions. -Tom
leveling up?! i dont get it! ive played more than 700 rounds with the priest on easy, but didnt get even one level. all my chars arr still on lvl 1. the assa, the mage, the advent and the priest. i dont know how the this works. this is frustrating
I finally unlocked a new class (mage), I thought I was doing something wrong. Some way to see how close you are to unlocking something would be awesome (50 more special monsters to level 2...etc)
I felt overwhelmed as well. I unlocked the ranger class right away, but then was stuck there all day, thinking I was doing something wrong. But after playing about 10 games as the ranger (killing about 2600 enemies total) I unlocked the mage class. I would also like to see further explanation of whats going on as well.
I like the mimic monster with the exception of it taking half your health if you match it. That kind of sucks. I usually play fast so I usually missed the flipped item. I would really like if it stayed in its altered form and just attacked until you link it with a skull or sword and then it would show its true form.
2. I think this would be easy without making thing seem bulky. Just add a text selection for Challenge modes, then you could have a list that you can scroll through (either all there, or ones that are locked until a certain achievement is reached to have meaningful achievements that bring more satisfaction. Such as collect 15 coins in one turn, kill X amount of mimics or special enemies, etc.) 3. I think that is an awesome idea 5. This too is an awesome idea, I hate getting something that only has a limited use to me. I would do the same with Big Game Hunter And I also agree that we all appreciate your hard work and dedication. This is a fantastic game and well worth the purchase
Every special you kill seems to have a chance to drop a trophy shaped unlock token that unlocks either a class or a new level. I'm not sure yet how it's randomised, I assume there's no chance to get two in a row but maybe the odds increase as you kill specials. For what it's worth, I've killed 97 specials so far and gotten 5 unlocks. First unlock was Assassin somewhere around 15ish, Assassin Level 2 in the 30s, then Ranger on the 45th special, Warrior on the 70th and Priest on the 97th (I'm not usually this organised, hehe, I was taking note via the achievement popup). Can't remember exactly when the first two unlocks happened, but overall they do seem to be happening further apart. Might be pattern, might be just me! Also they might level out around 25 apart or something, but the first few are closer together to get you started? Anyway, *loving* the update! Some of the new specials are tough but fun, the Armoured one has a nice twice, the Brute is harsh...up there with Spikey on my instant Banish/Teleport list, hehe. I'll admit I was a touch lost on the new screens, it does take a moment to find your way around. I think all that's missing is some labels on buttons. Also, the pretzel achievement was my suggestion! Yay, there was a bit of a nerd squeal when I saw it, hehe, this might be the proudest moment of my life (er, probably shouldnt say that out loud). It's one of the things I love about iPhone gaming at the moment, that feeling that the community can directly influence and give feedback on a game. Bit of a double-edged sword though, being that close to your customers, we suggest important things and then we're like "well since you're here, can you make this button blue? And this font should probably go up half a point...". Developers must start to wonder whose game it is, haha, still it's a good process overall. On the Mimic controversy, I really like it, it's a bit outside the box for a special ability. I can see why it bothers some people though, I rush through matches so fast I can guarantee I'll hit it every time if it's a coin or a shield that are almost symmetrical as it is. What if it grunted like a skull when you passed over it? That might help. I often play with the sound down, but it'd be another red flag to spot. Or would that be too obvious? You're matching shields, shing, shing, shing, argh, shing...(how *do* skulls grunt without lungs or vocal cords anyway?) Anyway, I waited awhile to post my thoughts, wanted to get a good feel for the new version. It's fantastic.
True, I'll tweak the cooldown It'll be scaled up to start off with, I think changing the grid size will throw all balancing out of whack but it might make for a fun alternative game mode. Yeah, I hadn't thought of this. I'll have a think about what to do with the mimic, I'm not sure making it mimic would work great since that'd make it stand out more than any other tile and hence defeat the point of it. If there's no interesting way to resolve the mimic being too subtle by next update I'll just take it out. Yeah, absolutely this Unlocks are saved as soon as you get them, there's no need to die to save them! Hmm this might be interesting, armour piercing could reduce how much of the damage us deflected by the enemies' armour, rather than how much of the armour is broken after deflection Yeah, this is pretty much my issue with critical hits and random damage. It's one thing to randomly get a couple extra coins but another thing to be attacking enemies not knowing how many will still be around afterwards to attack you back. Randomised damage works really well in certain types of games but I think here it'd just lead to decaying the tactical aspect of having to set up just enough swords to kill enemies in favour of attacking everything you can just on the slim chance you can kill it. Hi Tom, love your blog, thanks for the Dungeon Raid shoutout! It certainly looks like I need to add more in-game clarity as to what's going on with unlocks. I was kind of hoping it'd be a case of "just play the game as you normally would and every now and then you'll earn an extra thing to mess around with" and it's the reason why I avoided adding an unlock progress bar, but a lot of people are really keen to know exactly how many of what needs to be killed until the next unlock, so I'm definitely interested in any suggestions on how to improve transparency while not focusing the gameplay completely on the hunt for unlocks. As to the lack of an official forum, it's mostly due to my not enough time to set up and manage one, but I might have a look into it Just like no leaderboards, there's no unlocks on easy, sorry
fireflame, in terms of more transparency, you could start by explaining a bit to those of us in this forum, maybe? Btw, it seems like when I'm on the player death screen and I touch the screen to continue, it (very) briefly shows some icons maybe indicating the special monsters I've killed, but they disappear so quickly I can't get a good look at them. I imagine that's come up already. Nice game, awesome update.
Sure: after killing some number of special enemies you get a trophy, which either levels up the class you're currently using or unlocks another class. As you level up a class it becomes more customisable, letting you swap out its skills for other ones, add perks (bonuses) and flaws (penalties). A class has a race and a race gives you a bonus and makes one type of enemy more difficult. This is mentioned in the class edit screen, though, so I'm not sure how best to resolve the confusion? That shows the enemies that were present when you died, tapping the screen while it's revealing them skips to the next screen, just like you can tap through all of the scores, items, etc coming up
Hi fireflame, Indeed, I share the thoughts of many. I love the new update, but it became overly complex and obscure to understand anything. If I didn't follow this thread, I would have no idea of what classes were, and what was I really selecting in the "New Game" screen. A Manual or Help section is really needed. I agree with the progress as well, so that people know how far they're going, and when they'll be able to unlock new stuff. Also, regarding the iPad version, I agree about making it a scaled up version. Adding more tiles will not only break the game balance, but also throw off the elegance and simplicity of its gameplay which is really what this game is all about. If suddenly we'll have to start screening tons of items, then it just becomes more akin to Bejewelled, and loses some of its appeal, at least as I see it. I mean... 15x15? Won't that really be just too crowded for its own good? Finally, regarding the mimic monster, I agree with two of the suggestions here: - I like the mimic monster with the exception of it taking half your health if you match it. That kind of sucks. I usually play fast so I usually missed the flipped item. I would really like if it stayed in its altered form and just attacked until you link it with a skull or sword and then it would show its true form. - For the mimics... maybe make them slightly wiggle every once in a while (on top of the reversed graphics). It only needs to be slight but it might make it more reasonable for people to notice. IMO, what made this game being so loved by such a broad audience is its simplicity, accessibility, and depth. Don't break that! Regards, Paulo Tavares
Oh, I was just playing a match and realised Mimic already does grunt like a skull when you try to match it, so there's that! As a side note, my first match as a werewolf assassin and I got the intro about being a werewolf hunter I must be the Blade of werewolves.