My mistake, I didn't know we were all developers on Dungeon Raid. My point was not that the idea was bad, but that my own post detailing how to potentially manage the score of a theoretical game mode was rather frivolous. Guess you didn't pick up on my self-deprecating sense of humor.
The elven racial bonus is poisoned enemies do half damage. There's a bug with that racial and blunting, but I think Art is saying that even putting the bug to one side, blunting gets a lot more useful because you only have to blunt down half the damage you would otherwise need to. Which makes me wonder...if you've got a 100 damage skull and 6 blunting it goes down to 94, but a poisoned skull is at 50 so goes down to 44...at the point where the poison wears off, I wonder if it remembers how much attack it lost and regains it, or it just doubles again? Because if it doubles again it would only go to 88, effectively doubling the effects of blunting (if the skull is still around when the poison wears off, which I suppose is in itself a sign of trouble). Or is my math totally wonky on this? Depends on whether a skull regains exactly what it lost or doubles it's damage.
Thanks, I have tried it, but it does not seem to work on me. however the regular poison attacks do lower their attacks by half each turn. so if a skull started at 100 attack after 1 turn it became 50 and then 25 and then 12 and so on until the poison wears off. then it'd attack stays where it is, it does not get recovered. not sure if this is how the dev intended to make it work but that's how it is to me... and blunt poison thing doesn't work for me
If the game were to be made universal, I think the iPad version could perhaps be redesigned to do more. At least from the UI perspective. We could perhaps have the current grid in the centre of the screen (horizontal), and to the left, character stats and the left, inventory. The space could be used to allow more information to be displayed. I think this would help give one a greater sense of awareness and progression. Eg. I never actually pay attention to the number of turns I've played until I die. Someone earlier in this thread also suggested a bigger grid on the iPad, for more challenges. Just my 2 cents!
I too play on an ipad and wouldn't mind a universal app with updated UI (I was thinking the same things you were with extra info shown on the sides etc). That said I'd much rather see content updates as the current UI is very good... so in my book it should remain low priority. Perhaps it should be included whenever Fireflame does his graphical overhaul he mentioned a while ago (not that i think that is needed either). As for a larger grid, that would throw the balancing of the game way out of whack and make it so people would play the game differently on different devices. I don't think it should be done.
I think I broke the game. It seems that I'm currently in an unbeatable state. Level: 134 Score: 75548 Base Damage: +118 Weapon Damage: +40 Defense: 203 Health: 965 126 Spike Damage I don't even bother matching skulls anymore. I just have them run up against my armor and die.
What difficulty are you playing at? You might have a problem at Easy, but at Normal or harder the skulls will eventually get strong enough to kill you. Your stats aren't very high compared to the best games I've finished.
Is this on normal difficulty? There is sort of an annoying stretch on normal that for me goes from about 15,000 to 150,000 points where the difficulty drops to zero with a good build. Eventually the enemies will catch up to you but you might get bored waiting for it
Actually it seems like I started this game so long ago I don't even recall what difficulty I started on. Any way to figure it out before the game ends? I'm playing Paladin and I have Boost Armor, Scavenge, Repair and Heal all maxxed out. So I'm just removing coin and potions from the screen, letting Spike Damage kill the skulls and use all the armor abilities when they're up. So I'm doubling the shields I get for the turn, changing all the swords to shields and then collecting them all. I usually get 4-5 item upgrades EVERY 5-6 turns.
No, unless you can deduce it from the strength of the enemies (but that is hard, too, because you don't know exactly how many turns you have played). What you describe is completely typical, at Normal or Hard difficulty. You get ahead of the enemies but eventually they will catch up with you.
Wish? So I just started playing the Priest class, and I was wondering about the Wish skill. Does anyone know if it's possible to level that up? I tried holding it for a while without using it, but no upgrades popped up for it. However, it does have the little -1- in the bottom corner to indicate that it's level 1. Just curious. Thanks
You can't level up Wish because it doesn't have a cooldown, it's just a one time use skill so leveling (which just reduces cooldown) would be pointless.
Does it go away after you use it (so you can get another skill) or does it just sit there taking up space?
Congrats to Fireflame for getting on the front page of toucharcade again with another glowing review of this latest update. Hopefully it helps boost sales as you really deserve it!