Actually we can't really see those. I don't see perks or flaws either listed. Once the score finishes the screen just sits there and does not show perks and flaws and skulls on the screen. But if you tap the screen, they flash momentarily for a split second but you can barely see it before you are on the high score screen.
ezboards are free forums. http://www.yuku.com/home/learnmore/ Not sure if they are the best free forums, but they are forums, and they are free. I believe the trick to not having it suck up YOUR time is to give administrator privileges to a couple fans that you have come to trust. Not that DR forums would likely be controversial or require much administrating. If you mean answering questions, well, you wouldnt have to do that much...I mean LG, me, David, others answer questions on here for you.
Ahh, LG mentioned seeing this as well but I could never reproduce, I see it's happening if you tap through some of the values, will fix
Some random points: -- People have mentioned the coin and shield mimic, I had a potion mimic. I would never have been prepared for it if I didn't read about them here. I saw an attack out of nowhere, looked for the flipped coin or shield, and then saw the potion bottle with the neck in the wrong direction. The potion is almost easier to see because of the neck, but I still wouldn't have seen it if I wasn't looking for it. Maybe just consider toning it down a little. Instead of losing half your health in a match, maybe just give it a "free attack" at you and have it revealed. Granted, if your health is low that could be worse, but in most cases, it won't be as bad. Played a game on Hard with the Orc Barbarian, and Berzerk is an interesting skill. It works well with Skill Elixir, since I was able to do most of my healing through berzerk (once maxed out), and devote potions to XP. I got my new high on Hard this way. (In the high 20Ks, not as high as others, but I was happy with it!) Played as a Mage, and their class skill that gets all items within the closed loop is interesting, but under-useful, to make up a word. I don't like that it won't work on the loop in a P shape, for instance. It has to be a real circle, square, etc. It would be nice to be able to continue outside the loop but still get the loop portion. I often had this skill fully charged without any real chance to use it. It might be good matched with something like Dazzle or Scavenge, where you have more of a single type on the board to make larger loops. Playing now as an Assassin, and the Haste skill is neat. Even though you lose the item the link replaces, it's cool to be able to get a bunch of potions, coins, etc., at the same time as taking out some swords and skulls. Since it is random, there are certain times that it comes out useless, but I think that's fine with how it works. In terms of an "official" forum, I don't know if there are other active ones out there, but we have a good thing going here. In lieu of the time to build and moderate something, a link here from the website splash page might be a whole lot easier. Oh, and that question about how skulls can grunt with no vocal chords was really funny!
Everytime you kill a special monster, there's a small chance for a "Trophy" icon to show up. Tapping on that will level up your class or unlock a new one. It's random chance, so you might not get it even if you play for awhile. I had a 2000 turn game yesterday and only got trophies twice. Re: Mimic: I think the "wiggle" idea is good, while still adding to the charm of the monster. Or maybe a monster sound that happens occasionally (which may or may not be slightly different from regular monsters)? Or maybe, instead of dealing 1/2 your hp, just give the Mimic a stronger attack, like 10-20hp. It's really nice to see the response Fireflame has given-- don't see too many devs with that much direct feedback with their players.
It sounded underpowered on paper to me as well. What if the "P" issue is fixed, and you collect double whatever is inside? Cooldown would need to be raised, but at an appropriate cooldown (18?) this would be a balanced and competetive skill.
So I know in my previous post I said I thought you should focus on polishing the game before adding even more (which I still stand by) but here is my list of suggestions for things to add. I hope you like some of them :- ) **Potential Special Monsters 1) Henchmen: Once countdown is completed summons Boss. I'm thinking a 5 timer would be appropriate. The henchman himself would be as strong as a typical special and then if you don't kill him he summons the boss special 2) Lookout: Once countdown is complete summons 2 random special monsters I'm thinking a 5 timer would again be appropriate. 3) Meat Shield: Other skulls cannot be damaged while he is on the field Give him only one strength but A TON of life and/or defense **I also think it might be fun to mix up the special monster formula with a couple specials that are beneficial or just not skulls. Here are some examples: 1) Damsel in Distress: When she is on the field all skulls attack her instead of you Give her a timer. If she survives it then she gives you something cool... Like her ring (see my below suggestions for rings) 2) Killer Bunny: Randomly attacks friend or foe Give it a ridiculous attack power and have it randomly attack one target a turn (both the player and other skulls) **And similar to trophies i think it'd be fun to occasionally have specials drop rings. They would each have abilities to them that activate whenever you chain them with the appropriate tile. They would stay on the board until they break (or you teleport away) and the way they break is by being activated. Every time they activate they have a x% chance of breaking. You could even build that into an ability/armor upgrade (something that reduces the chances of rings breaking... similar to durability for armor) 1) Ring of action: Can be used to link different types of tiles. So if you are linking skulls/swords you can link to the ring and then switch to linking shields 2) Ring of banishment: Any skulls linked with this ring are instantly removed from the board (no bonus is given) 3) Ring of teleportation: Linking any chain to this causes you to teleport 4) Ring of freezing: Linking to this ring freezes all enemies on screen so they can't attack this turn 5) Ring of greed: Linking to this ring doubles all coins gathered this turn 6) Ring of Wisdom: Linking to this ring doubles exp gained this turn 7) Ring of gluttony: All tiles linked to this ring act as potions 8) Ring of strength: Linking to this ring doubles damage dealt this turn 9) The One Ring: Linking to this ring destroys all skulls on the screen (you gain exp for them) <-- this one would obviously be very rare... 10) Holy Hand Grenade: Same as the one ring only it only works once. It'd be great if when activated you had a counter that went one...two...five.... before blowing up the board :- ) Gotta love Monty Python references! **Building on this specials dropping things idea... I think for each back story you should have one item (that specials can drop) which effectively wins you the game. So for the one where the scholar is looking for the gem the drop would obviously be the gem, etc. If people are going for high scores they can simply not collect it (and only have it drop once a game so it doesn't keep happening) but for people who want to have some possibility of winning, then there you go! You could even hard code it so it's not even possible to drop until a certain turn number (which would depend on the difficulty) so there is a certain level of skill required to "beat" the game. Then you could write an awesome closing for each awesome beginning and a whole slew of achievements (one for winning each backstory potentially) Just some thoughts :- ) Keep up the great work!
I sure hope the player would get a warning, "Do you wish to end the game?" if they click on the special quest item. I could see, even for score mongers this could be a cute trade off. Pick up the quest item for a nice bonus but the game ends OR ignore it and keep playing for potentially a higher score than you would have gotten with that bonus (kind of like the Banker's offer in "Deal or No Deal").
Good point. I figured it would be in the description of the thing that pops up when you put your finger over it (like how the specials say what they do). I know every time a new tile pops down I look at that info.
Enh, I wouldn't be surprised if some folk just clicked at it..."Ohhh, something shiny like an unlock trophy...me wantz!"
Special Monster ideas: Gambit - a variation on the creature who steals coins, except he throws them at you instead. Maybe merge the two to make it a little more interesting? Necromancer - each turn, casts a buff on other monsters (not specials) which gives them a chance to ressurect on death. Lich - When he dies, his phylactery appears, containing his soul-- if you don't destroy it, he ressurects.
There's a few other active threads around, but I think the main benefit of the official forum wouldn't be to bring everyone together but rather to allow separate topics, e.g. a topic for strategy, ideas, updates, etc rather than how it's all lumped into this 100 page thread that makes it hard for anyone new to find info and has a lot of repeats of common questions. Yeah, I was thinking of making Rune give double benefit because it seemed a bit weak, but maybe that won't be enough without also making it P-friendly. These are great! I think maybe making the Henchman summon the mortal enemy rather than the Boss would be cool. There was some interest in doing special tiles that occasionally pop up, these are a great twist on that idea and I'll have a think about how best to add them in Hah yeah, I'd still like to do a way to win but right now I'm leaning towards doing it as a more structured alternate game mode (e.g. with "levels" and bosses) rather than integrating into the current survival gameplay
Necro could just summon a skull every turn from a potion. That would be interesting. You might actually keep him around in the early game.
Fair enough! If you do go with my idea then it might make sense for only the mortal enemy to drop it... Thanks for the response!
@eflin, love your ideas! Meat Shield is literally the bess boss idea I have heard! Damsel in Distress is also very cool! I also like the ring idea, as long as they are kind of rare. My new boss idea: Decoy. Does no damage whatsoever, but has a large amount of health. If a Decoy touches a skull/boss, the skull or boss will attack the practice dummy. This actually a helpful "boss" you might want to save him for a while and keep him relatively high on your board if you can. "Decoy" could also be a new skill . . . i.e. you summon a Decoy. Not sure whether I like it better as a boss or skill. Could be both perhaps.
Thanks :- ) Yeah the meat shield idea just makes me laugh for some reason. I also like your decoy idea. It seems like it'd be more straight forward as an ability. So you activate it and select one skull to be your decoy for a turn. Functionally it's very similar to freeze but it would have it's place since you could decoy a special and have all the skulls attack it instead of you for one turn which in many circumstances would be even better than freeze. and yeah I agree rings should be rare. Maybe 10% chance of appearing? And then the chance of breaking should vary depending on the ring... but say 20% being the low end. That way you realistically won't be able to use it a ton of times
Regarding the whole Mimic issue, I think a good solution would be the follow: 1) Have the Mimic appear exactly the way it currently is. 2) If the Mimic is matched with a shield or coin (depending on what it looks like), then it retains its disguise, and is NOT removed, and deals damage. 3) If it is matched with a sword/skull, then its disguise is removed (this already happens) In this way, people who don't notice the Mimic would only really suffer a single attack from the special monster. They would most likely notice the Mimic when the one of the coins or shields they eliminated did not get removed. I think this would solve most of the issues that have been presented, without having to recreate, remove or do too many modifications to the Mimic. Now on another thing, I noticed that when you die and your score is tallied up, if you touch the screen after all of the scores are done, for a brief split second, you see a bunch of skulls along the bottom (which quickly fades to the main screen). What are those? And shouldn't the screen fade away after touching the screen again instead of right away? An idea I had for the score screen is displaying how many skulls and special monsters you killed. You could even have a big grid of all of the special monsters and show how many of each you killed. Would be a nice record to have, since people could screenshot it and compare/show off results. Your base score and turn count doesn't really tell much beyond that you played for a long time. Having the grid of all the special monsters you killed, along with a total of all skulls and special monsters killed would be fun to have.
+1 to this. I think would be perfect. Rather then having the mimic wiggle (which I agree would be a giveaway), just have it do an attack (in situation 2) as if it was a skull. The damage/blunted/etc report would be a more subtle hint if you were looking for it.
Sorry, but that ship has sailed. I consider Dungeon Raid to be one of the best five games on the App Store. I shudder to think about how much I played it since I stumbled across it less then a week ago. Fantastic game. Very entertaining. And yet, when I play now, half of my thoughts are always about getting the next unlock. I am playing more then before, and I certainly love it more with the new upgrade, but I am always thinking about getting access to all the new classes and levels. You, and other people here, made them sound so interesting that I can't wait to try them all out. I know you don't want to make it all about unlocks, but I would like to request the following for the "New Game" screen. Add a check-box on the screen for what would essentially be an "Unlocking Assist Mode". The only difference would be that if you checked it, you would start the game with "Big Game Hunter". Perhaps even with a low cooldown time. People would still need to play the game to unlock everything, but it would give them a non game disrupting way to speed things along. What do you think?