Oh duh! I totally misread this perk as well then. While cute it is FAR less useful than I would have first thought.
Yeah, I am aware of that. But as I stated, I have tested this with chains well over 15+ with coins and shields to verify.
Wow, I had no idea it worked this way. This is a very important piece of information. I had always assumed it just ignored the swords and gave you no bonus for skulls 1-3, normal for skulls 4-9 and so on. I just figured it ignored the swords. This also means that it might make sense to grab 10 swords at the start of a chain, even if you only need (for example) 5 swords to kill all the skulls on the screen. The extra bonus might be more valuable then leaving the swords for new skulls. Very interesting. Thanks for the info.
The classes are optional in the full game but if you like the game fine without them (and a lot of people did for a while), you're very welcome to not upgrade to full. In addition to being ad-supported, the Lite version will follow a slower update schedule than the paid one but eventually classes and stuff will make it in, and there's some plans to offer promotions to unlock more skills & stuff without spending any money. There's no limits or caps in the Lite version, and I'm not sure there's such a thing as giving away too much Lite's not really intended to be a "trial" version, it's got all the gameplay that was in DR from day one plus several months worth of updates Yep, this is correct, except the bit about chaining skulls last, since only skulls count for bonus XP, and not swords Yeah, that's possible, you got 8 bonus coins for coins 10-18, and only 1 bonus for coins 3-9, a bit unlucky but it happens
*psst* but if you buy the game, you support the dev for all his hard work he's put into this, jus say'n *psst*
Coming out of lurking to agree. This is my most-played iOS game at this point, and I have a TON (and a large backlog, partially thanks to this game ). It's well worth the couple bucks. Nix one trip to the vending machines and you've paid for it.
Thank you so much for your response! Never my intent to say anything is wrong - just very rare to find a free version that is so complete . It's your labor of love, you can distribute and price it as you see fit Thank you again for a great, fun game and for being so responsive on the forum.
Ok, that means that "100% bonus chance for tracing 10+ tiles" really works like the following on 18 coins? coin 1-3 = 0% coin 4-9 = your earned % in stats coin 10-18 = 100%
Hi guys, long time lurked first time poster. I am a big fan of the latest update with dungeon sprint. It seems a faster, goal orientated affair tickles my brain in all the right ways, or at least enough to keep me retrying. I found regular games were either cut short before the meat and potatoes or dragged on forever. So big ups for recognizing a need and fulfilling it. On to my main point... I was reading an article about randomized quest structures the other day. Strange, I know. But the point was that randomization, when used as an addition to solid gameplay, stretches content infinitely. Think diablo or the endless permutations of online interactions. Anyway, I was wondering how hard it would be to add a randomized quest structure over the top of the core gameplay? Specific goals like collecting manu health bottles whilst avoiding defense? Just things to entice you out of your comfort zone. For me, the big drag about a long session is that only one strategy works per game. Altering the goal o players, even if it's only for a few turns, could fix that. Rant over! Bought your game on release day, never once regretted it. Stayed on my phone long after I had finished with all of those bird based bestsellers.
Damn it! I've been using this perk for a while now thinking it was so damn cool and helpful, because I thought that if you matched 13 tiles it would apply 100% to tiles 4-13, which would help tremenduously in the early game. The perk says "100% bonus chance for tracing 10+ tiles" which leads you to believe it applies for all tiles. A simple rephrasing to "100% bonus chance from the 10th tile onwards, when tracing 10+ tiles" would solve this. Fireflame, I'm facing an odd glitch. My character name was Sauron before, I tried changing it to Babi and the "i" key wouldn't press in the virtual keyboard, so I chose Babs. Later I tried to put it back to Sauron and found out the whole topmost row's letters wouldn't work! So I could only write "Sa". Q and P still work, but only seldomly, I have to press them many times until they budge. I tried restarting the device, didn't solve it...
I disagree, it isn't very specific. One may ask oneself, "tile 10+ what? Tiles don't have numbers on them..." or "since 'tile' is not in the plural, does it mean the 100% bonus applies only to one tile out of those 10+?" or stuff like that. What Fireflame needs to do is increase the apparent 2-line cap for explanations so that he can clear some ambiguous or poorly-explained texts.
Indeed. I knew someone would bring that point up. Technically he doesn't need to; but that's one of chief things he must do to improve his game, which I believe is what every developer proud of their creation wants to do. If people can understand the game better, they'll be more addicted and more likely to buy the full version from the lite one. So he also has financial interest to do this. Is that better?
Not even close. Lots of games sell extremely well with very limited documentation. Players can just share information in forums like this one. And the general public doesn't even want to read documentation, and doesn't care about this level of detail.
Yes, but then those games are usually more intuitive in their nature. Things like platformers or shooters play roughly the same as each other, and have standarized controls (think of a modern shooter that doesn't use WASD as the standard setup) and tutorials that explain the most important points. For puzzle games of this much depth, detail is necessary... and I don't think the 'general public' even plays stuff like this.
I can point to lots of examples that show it's not necessary. I mean, how hard is it to do a Google search? Seriously? For these supposed hardcore fans? Can you demonstrate any example where improvements in documentation (of the detailed mechanics, not just how to play) generated improved sales?
No, I cannot, and I don't think such a thing can really be proved because: a) I'd have to look for a game that started out with poor explanations and improved them only later on; b) I'd have to have access to that game's exact sales figures, which I don't think even the most transparent developers would be willing to simply share; c) Because they'd have improved the info only later on, the game would probably be past its novelty period and the sales would be steadily declining. The effect of the newness wearing off would probably mask a gain of sales from improved explanations... So no, I can't give you data to back up what I'm saying. I base myself only in the logic that the user will be more pleased with the game if he's not constantly bashing his head against the desk trying to figure out how the darned thing works, and thus will be more likely to recommend it to friends or buy premium content/full versions.
So, seriously, if this hypothetical banging-head-into-wall user exists, what keeps him from typing "dungeon raid" into Google and reading information or asking questions?