Well, because it's fun to play the easy levels, plus it develops the skills to play the more difficult levels. But, sure, I might want to skip some of them, and I'd enjoy the game more if I could play in the order I want. Personally, it seems to me there's something bizarre about someone saying, "If you let me choose how to play, I will play a way that's less fun for me, so I need the designer to force me to play in a way that will give me more fun." Why can't you just choose to play in the way that gives you the most fun? It's not really the same because you have worse equipment earlier in the game but the enemies are also weaker. As the game goes on, you get stronger and so do the enemies. That's more like a single game of Dungeon Raid. No one is asking to start every game with equipment and skills already maxed out. That would defeat the point. The question is just whether you can play at whatever settings and difficulty you want.
I really don't understand what takes the App Store so freaking long to approve things. Especially if it's only an update (and not a new app). It's been 10 days since the update was submitted and nothing....
It may have been bounced back to Fireflame on some trivial technicality but as he wasn't at home he couldn't make the required changes to resubmit it (or they are simply taking their time).
Update is up! New game modes are Dungeon Sprint and Pretzel Challenge. Damn work, downloaded, but haven't tried them yet.
Nope, the update is alive right now at the Portuguese store, at least. Two new modes: Dungeon Sprint and... Pretzel Hero?
He has a help next to the challenge modes, I didn't notice at first. Dungeon Sprint is a quick 100 turn game, skills all at level 5 and can't be upgraded, XP, UP, and GP all at x2, other rules listed. Pretzel Hero is a challenge for most overlaps, only 100 health with no health upgrades ever.
Interesting. It's always good to have more options but I have a feeling I won't be playing these modes much. I'll give them a shot but the regular mode sounds far better to me!
Sure, they're kind of like making a "mini-game" of the full thing but I personally LOVE the idea of taking DR and spinning it into nice tight little puzzle games that require a different kind of thinking. I'm curious to see what kind of variation in scores will be possible over 100 turns (I'd assume it will be all about finding the most efficient ways to clear the screen, especially when full of point worthy icons).
Really liking the new game modes For a future one-- I'd really love to see a mode that is similar to match-3s like "Collapse" on the PC-- a fast paced version where you tap groups of 3 or more and they disappear. Or maybe similar to Bejeweled?
It might be more luck dependent though. The less turns there are the more pronounced the effects of random tiles will be seen. For example... unless you take skill elixir every potion you see is one less opportunity to increase your score. So someone who sees less potions is going to do better than someone who saw more. In a normal game it all evens out... but in only 100 turns I could see it having a larger impact. Still a fun idea though! It'll be interesting to test out and to see how others react to it.
Just got "pretzel master". I love this mode. Do we get an extra bonus in regular mode for doing pretzels?
I could possibly see the Collapse mode being possible if it also counts diagonals and always assumes the biggest move possible from whichever square you click on. The Bejeweled concept, while it wouldn't at first seem a huge shift, would really need to be a full new game as it would mean individual moves, not counting cascades. would never be more than 5 in a straight line (horizontal or vertical) and would be tricky to tackle a big Special normally needing a screen full of swords to take down.
I still would love to see that ULTRA RANDOM mode another poster beat me to suggesting! Random Class (with the default class perk/flaw) Random Race 4 Random Skills I would say this should not even be limited to classes, races, or skills unlocked so far since this could also serve as a fun way for a player to try out, even if in a very goofy mode, for the first time and might give them nifty build ideas they'd never have thought of before. Also, since these randomly assembled characters are going to vary widely in quality (stuff that gels together perfectly or stuff that would NEVER be found together) it should be based on average score and if a player quits out early it should count as a 0 in the average (you need to play the hand your dealt).
Ack. Anyone else having issues with the new update? I installed and tried to start a Dash challenge, which only took me to the Playhaven screen. Then the game crashed/quit. Then, because I am a genius, I uninstalled the game and reinstalled without considering that this might erase all the unlock progress I'd made. Supersmart. The game crashed/quit again when I tried to start a Dash game. Just wondering if anyone else ran into problems.
I'm also noticing a reproducible bug in the new update. It's possible for the player to get stuck with the Playhaven overlay after looking at the Help for the new game modes. Steps to reproduce: Launch game. Tap Challenge. Tap Help. Tap Return. Playhaven launches. Tap Done. Tapping Begin relaunches Playhaven and no other buttons are responsive. Drop back to Homescreen and relaunch game. The player can still only tap Begin and it continues to launch Playhaven. The player then has kill the process or reboot to be able to play the game. As a side note, I personally consider a full screen ad overlay in a paid app to be a bug in and of itself but that's beside the point I guess. -w
I had what might be an interesting idea for a variation. How about a variation on the standard game, where all of the skulls were specials, but they maintained the standard skull hit point progression. I think it could be interesting. To the previous poster, the new update is working perfectly for me.
I would be more inclined to agree with you if the ad popped up on its own, but since you have to actually ask to see it, I am not too bothered.