Fireballs base cool down at lv 1 is 14. So after 9 more levels it should have a cool down of 5 when maxed out. Quick would then bring it down to 4.
I propose we start a creative writing contest where we write the stories that start games and fireflame picks the best to go into the next update.
Exactly. It took me a while to figure it out, but if you look and think carefully, it's obvious that quick always has an effect. The problem is that you instinctively expect a skill's cooldown to (original cooldown - level). But level one itself doesn't lower the cooldown, so that's only true once you have quick. The only reason I figured that out is I once did a build with the assassin perk, quick, and Slash in the fourth slot, hoping to bring Slash's cooldown to zero so I could use it infinitely. Didn't work, obviously, but I'm just waiting to pounce on another cooldown-lowering effect.
I had a cool idea for a new mode: Rush Mode In rush mode, the game is no longer "turn based", and you must make chains as fast as possible. Enemies attack on a timer, so if you don't act fast enough, they will keep attacking you. For example, let's say enemies have a 5 second timer, and every 5 seconds they will attack you. You have to kill them off faster than that. The only times that the game would "pause" is when picking something to buy, upgrades, level up and when you open the Status menu. I think this kind of a game mode would certainly add a lot more excitement to this game
Please Help ! I'm sure someone talked about that here but I can't find how can I kill Chaotic monster because it seems to be invincible ! I don't know how I can make "uppercuts" !!
Another special monster idea... Restrictor (I might think of a better name later but that's the best fit I thought up so far). Whenever it's on the battlefield you can't chain stuff diagonally... You can only go up/down/left/right. I think it'd put an interesting twist on things.
Uppercuts are chaining from the tile directly below it... Thru it... To the tile directly above it. I hope that makes sense but I can't think of a better way to describe it.
I believe it only has to pass through the skull to one of the three tiles above it, so if x is the skull here: uuu oxo ooo Then you have to have a chain that passed from x to one of the u's.
Thanks. I'll have to give that a try next time I use it... Which may be a while... I was apparently making it even harder on myself :- ) Nice diagram by the way!
Actually this threw me too, I think the "three tiles above" case you're thinking of is the Armoured special, but uppercuts do need a straight line. So I think it's like... Armoured: ↖↑↗ oxo o↑o Uppercut (for Chaotic dwarf mortal enemy): o↑o oxo o↑o
I had an interesting idea, what about a cinematic for the HD version, maybe across the top or on the side. Each attack and monster attack would be visually shoown in RPG like. This way it can be possible to implement terrain for changes on damage or something? Also as monsters appear on the top, they show up in the same order in front of the hero. Just an idea (could be pixelated or cg).
I think he's trying to suggest a fight screen similar to a typical turn based RPG that is off to the side and mimics what happens in the game. So if you chained skulls it'd show you attacking them... when they attack you it shows that... Personally I don't think that fits this game at all and would be very distracting. Not to mention it would be a ton of work to code and I don't even know how you'd show it when you chain a ton of skulls... Although the idea of my little sprite swinging the sword once and laying waste to an army of skulls is appealing... I dont think it fits this game and would likely make it worse.
What "build" / class are you guys taking to get ridiculously high scores? What upgrades do you go for and what do you avoid?