Like the game but I have one suggestion. Add a setting to allow vibration when hit points get below a certain percentage of your max. I often find that I die while playing this game without realizing that I was close to dying. I'll be matching away and not paying that much attention to my hit points but somehow some special monster was hitting me for huge damage. If there was a vibration when you are close to dying - like there are in many other iPhone games - it would wake me up and make me realize that I need to take drastic action.
You know there's a heartbeat sound, right? You're probably just not listening to the audio. I don't think the iPads even have a way to vibrate, so it wouldn't affect iPad users like me either way.
This wouldn't really help late game either when a single round of attacks can easily drop your HP by +80%. You could be full and close to dying, or even dead in a single attack, so the vibration would do nothing to warn you.
How about instead of that you change the background (area behing the skulls/coins/sheilds/etc) to a reddish tint when your hit points are at 25% or less? I have the sounds turned off, and a vibration would be annoying. Changing the color would work for everyone.
I thought it already does something like this, I think there is a visual pulsing that goes with the heartbeat sound, although my memory could be fooling me.
I think it flashes the bottom, but I would like to see the whole screen get a reddish tint to really make the danger obvious.
Using on more than 1 device I have Dungeon Raid installed on my iPad and my iPhone. I know that the games don't transfer between idevices, but what about the unlockables? I do most of my playing on my iPad, but I see some levels/unlocks on my iPhone. For example, on my iPad I unlocked all the classes and max leveled about 3 of them. On my iPhone, all but 1 class is unlocked and 2 classes are leveled to 5. So it appears something is being transferred between devices, but it's incomplete. Just wondering how that works, as I'd love to be able to have my unlocks on both my devices.
While I think the color change while near dying is quibbling, I think the new update ... ROCKS! Small quibble though: on the new 'edit class' screen, there doesn't seem to be a way to see your class' abilities. Only when you go to the other screen, choosing which class to play. Very minor flaw -- but I notice b/c I'm just learning all the classes. Next point -- I noticed that sometimes the animation is slower, and actually it looks cooler. I have an iPhone 4, and it seems like the animation is a bit slower when I 'return to the game'. Just saying, it's a cool side-benefit. At first, when I dloaded the new patch, I noticed the animation seemed faster & the skull eyes barely flashed when I got whacked. And I missed that. I still think a 'character sheet' feature is missing. This character sheet would include stuff like (from rogue-likes) a quick randomly generated background story (that users can change), a record of how you did, class / abilities / skills, and a list of gear. This char sheet could be visible DURING game, and also when you look at all the dead folks who ventured before. For some of us, we could look at what our BEST adventurers were carrying & what skills/abilities they had. And maybe we can email those around? (That'd be serious nerd cred! HA) As always, great game, thank you! rekzkarz.com
'Bot mode? On 2nd thought -- nope AHA, that reminds me -- any chance for a 'bot that runs itself in the game? Like a 'super fast' DR run? Some Rogue-likes have this kinda thing. Pretty trippy to watch. Would be *really disturbing* if the 'bot would beat us humans constantly... (On second thought, don't build it. Ultimately, we humans will not be able to beat the 'bots. Arrgghghh) rekzkarz.com
Tap and holding on an entry in the high scores list should show an overlay with more detailed info about the class, race, equipment, etc.
Personally I'd love to see this same info only for the top 10 online leaders as well. It would really help everyone become better players to see what the top players are using!
Maybe for you, but I find that the vast majority of my games are lost because I don't notice that my health is low. For me, and perhaps others, a color change would be very helpful. It obviously isn't a must have, but it would be very nice to have.
And pleeeease repair the letters, so that I can write different names again! At the moment it sucks ... < Thanks a lot - I love DR!
I have another idea for FireFlame that I have been thinking about for a while. It is not a game-changer, but it is a tiny thing that would make the game a bit easier to play. Right now each skull/special has numbers down the right hand side that represent attack/defense/armor. What I would like to see is a number in the lower left corner that represented how many swords it would take to kill it. This number should take into account base damage/piercing/etc. Ideally, the number would update as you traced swords so that you would see how many more swords you needed in order to kill it. Obviously this is not a must have, but it would make the game easier as it would be helpful in determining where to start chains or to take detours. This would help count down on the need for backtracking when creating long chains. Any thoughts?
Seems ok but I'm not convinced it's worth the visual clutter. I guess it would depend on how cleanly you could incorporate the information.
I think it would work out ok if put in the lower left corner. I also think the Skull Hit points would be easier to see if they were not written in red.
I'm in favor of less numbers and clutter. Usually there are not many different ways you can trace a path. If you can kill a skull it gets "X" out. If you can't and there's another path, you can trace your finger to the top or bottom of the screen and start again or retrace your steps. The process takes minimal time and keeps things clean. Actually I would prefer the skulls only having an attack number and a number that incorporates HP and defense but I understand having them separated to see affects of different upgrades and skills. I know this was brought up yesterday, but I would like to see the whole screen turn red if the enemies on the screen have the ability to kill you if you take no action against them, regardless of how many HP you have left. I hope that makes sense.
That's an interesting idea and I really like it. Late in the game, you don't have the time to really crunch numbers to figure out if the monsters can kill you or not. So you're not sure if you should go for the grab of shields to merge the skulls into a better chain, or try to take out a smaller chain at the risk of being in a worse situation later. Something like a pulsating red background would be cool.