The regular price is $3. I'm sure you easily blow $3 on stuff daily. Like a coffee and a donut will be around $3. It's not like it's some $50 that you're making some big sacrifice for.... I don't understand why some people are so reluctant to pay for this game when they more than likely blow MORE money on stuff that brings them LESS satisfaction and enjoyment.
I guess it's the dumb psychological satisfaction that you paid the least you possibly could for something, so you feel that you've "made the impossible deal" or "bargained like a pro" or something to that effect, which boosts the ego a bit. It's the same feeling you get when you nab something really great for a just a few dollars in a garage sale. At least it's my theory.
There is also what I call the "ratio fallacy". That is looking at cost ratios rather than cost differences. If a game cost $9.99, and you could wait and get it for $8.99, you might not think that worth the wait. But if it's selling for $1.99 and you can wait and get it for $0.99, that can "seem" like a much bigger difference, even though it's really the same.
Everything drops to a dollar at some point on the app store. When you miss the sale it's bothersome. Period. It's not about being cheap or not wanting to support the devs. Its not about some mentality or sense of entitlement that some people think others carry around. missing a chance to spend less/save more money sucks. That goes for everything from buying a car to getting a 2 for 1 sale at the grocery store on something you like... I cant speak exclusively for the guy who said hes still waiting, but before you start donuts and coffee-ing him about what he should spend his $2.99 on, why don't you ask him why he hasn't purchased it yet? Is it your backlog? Do you buy all your games at a dollar?
OK, I have to ask this even though you've seen it a hundred times: HOW DO YOU LEVEL UP? How do you guys even make it past like the first 300 turns? Time to bring one back from the dead. In a Quest mode... how about quests that happen INSIDE the dungeon. "A woman has been kidnapped and will die in the next X turns" and then 4 special "rescue woman" tiles are made in adjacent columns but you must bring them down to match each other. Or a special boss "pulls women, swords, and shields toward him with each turn" In Quest mode also, possibilities for a thing to pop up asking you to take quests like that. If you take it there is a (small) penalty for failing and a (decent) reward for winning, and they can be ranked by how hard they are. Oh and Universal would be great, but whatever, I'm enjoying it anyway.
Ok look, how can you NOT support a dev that: 1. Updates the "LITE" version of this game (sure it's not right away but still) 2. Listens to us, yes US, he add's things WE ask for. 3. Is constantly on here talking to us DAILY. 4. The first update has added 10 classes (because the first class wasen't infinitly replayable as it was) AND the second added 2 new game modes. Look all I gota say is, I know times are really tough, and whomever is waiting for a sale on this, just go ahead and buy it (if you can) but if youv'e got 2.99$ on your iTunes account BUY THIS, this game has ENDLESS replability. (if you don't have the money it's fine we understand, but IF you do and your waiting then shame on you for waiting for one of the best apps you could buy)
I do this rationale when choosing my stuff: Equipment (coins): If there's an option for 1 more armour or 1 more weapon dmg, I almost always pick weapon dmg unless the armor choice also comes with something else. Weapon dmg increases how much damage each sword you trace adds to the totals, so it's much better than base dmg (which is the initial damage, but not affected by swords). If however one of the armour options boosts it by 2 instead of 1, I pick that one over 1 weapon dmg. I also pick a 15 HP boost from necklaces over 1 armor or 1 weapon dmg, since those are rare, most often necklaces will boost for 5 or 10. If one of the choices offers to boost "UP" (blue bar filled per shield collected), "gold" (gold per coin) or "XP" (green bar filled per skull killed) I will ALWAYS pick that one over anything else UNLESS it also happens to eliminate great previous boosts from that piece of equipment (like, if I'm offered to go from a 14 def, 0.5 XP and 1 UP piece to a 16 def, 0.75 XP and 0.75 UP piece, I won't pick it because I prefer UP than XP, despite the armour value gain). Upgrades (blue bar): I pick +UP, +XP or +gold whenever avaliable. Otherwise I choose, in this order of priority: Blunting (reduces each skull's attack by 1, so it's much better than armour. If there are 9 skulls on screen, increasing an armour value will avoid 1 damage total. Picking blunting will avoid 9 damage!), Durability (less chance that you'll lose defense points from the skull's attacks), Poison, Armor piercing, Life leech, Luck. The rest is pretty much situation specific. At some point I will pick Quicken (you can only pick this once, reduces all cooldowns on skills by 1. Cannot be improved further). I do not, however, pick regen, because I think it's rather useless. Skills (green bar): Which skills you pick depends on your playstyle really. I tend to pick skills that help me survive (teleport, freeze, counterattack, the one that transforms skulls into swords, etc.) or "enchant" (love this one since it offers a free upgrade per 35 turns). If no good skill is offered, I go for the permanent bonuses (base dmg, HP, charisma, and repair if it's low). I keep my repair at a 1/3 ratio (each shield restores 1/3 of total defense points... since I have to pick at least 3 tiles, it will fill up my defense points completely whenever I collect shields). If my ratio is already better than that, I usually pick to reduce cooldown on survival skills instead. I tend not to pick vitality because I think it's lame, unless there's really nothing better. I also stop picking charisma once the bonus chances are around 80% because levelling vitality, strength, luck or dexterity will already bring those up to 100% eventually. As a general gameplay tip, try to kill as many skulls in a single turn as you can, same for collecting shields, coins and potions, as any amount above 3 will activate chances of bonus items/XP. Hope that helps you. I believe my record is turn 850 on normal difficulty.
Yeah, I I'm still amaze, growing up in the world of $50 PC and Console titles that *I* myself feel much less hesitant to just snag several games at $0.99 each but once it hits $1.99 I have to give it a lot of thought as if I'm making some major consumer purchase.
You're talking about a person who might not be able to afford a $3 game, yet he/she has an iPhone/iPod Touch/iPad? lol Maybe they got it as a gift lol Also, back in the day (like 5 years ago) I wouldn't be able to buy stuff simply cause I didn't have a credit card. But I was still able to buy stuff I wanted via Debit card or cash. But I agree with people above and the whole fallacy of saving money and the apparently devaluing of games in general. If you go to the movies (like Cineplex) you might spend $10 - $15, and you get 2 or 3 hours of entertainment. $3 with this game gets you a heck of a lot more. 3 hours might just be "one" game if you manage to go long
So, I'm basing this idea on the lite version, because I don't own the full game yet. (If I'm not a winner of the Dungeon Raid creative writing contest, then I'm going to buy it myself.) Well, in the lite version you can only get four power-ups, and when you get all four you can then only reduce the cooldown on subsequent level-ups (I'm assuming this is the same for the full version, but I don't know for sure). Because of this limitation, I think that a 'god' mode where you can eventually learn and use all of the powerups would be pretty awesome. Besides being amazingly fun, this would also help people experiment with the powerups and learn what they do, so they can pick ones that fit their style when they play the 'classic' mode. EDIT: And it might get boring a bit more quickly than the other modes, but I'm sure you (fireflame) could figure out something to fix that. Just a thought from a soon-to-be fan (I'm already addicted to the lite version, so I'm kind of scared about getting the full version. )
Perhaps having all skills available from the very beginning, but you can only use each one ONCE for that game. Levelling up therefore would only give you options for passive skills (charisma, strength, HP etc). And yes they are called skills, not powerups xD Btw you should get the full version ASAP, because then as you play with the Adventurer class (which plays the same as the lite version) you will now be able to get throphies to unlock the other classes. If you keep playing lite you're wasting the potential to earn them
Oh I know, don't worry. Is not that I'm reluctant of buying the game, thing is I finance my game purchases completely off of gift cards I get during beta tests/contests/gifts, and I'm running short, so I'd like to get them for the least I can in order to let them last longer. (Believe me, when I could I got Chaos Rings and Mission Europa CE for full price). The game is awesome though, and if I get an extra income in the aforementioned ways, I'll be sure to grab it, w/e price it is at. (I'm also waiting for the creative contest to end to see if I get lucky). But yeah, I really want this game. I'm trying to not play the lite at all in order to not grow bored and be able to play it tons when I get the full version .
Yep, quests are something that I'd like to do for at least a special mode or maybe even as an occasional thing in the game proper, still only in the thinking phase for this, though Ooh yeah, this could be fun, starting out with all skills but they're single use
Along with the quest mode, you could have the bigger enemies occasionally drop loot, say a sword with +4 to dmg or something, add in a paper doll to equip loot etc... This kind of stuff would be nice for dungeon raid 2. My whole family is addicted to your game.
Second this-- release it with an indie/casual distributor for 5-15 dollars and you'll get quite a good following.
Strategy: Be a Rogue Sauren Race Frugal Perk(default) and Daring Perk Skill Set: Boost Gold, Treasure Chamber, Treasure, Mana Potions First, get a big combo avaiable to you(10 at the very least). Use Treasure Chamber, then do the combo. Voila, a bunch of coins appear in place of the old tiles. Now, use your Boost Gold, this will get you 2x the coins this turn. Then do Treasure. You will collect all of the coins on the screen. In these collected coins place will be all new coins, this is because of Treasure Chamber. Collect them all for a whole other huge combo of coins! Your perks have given you an extra 110% bonus chance. Being the Sauren Race means that theres a good chance that youll get a scroll on one of the resulting new items that you will surely get. If its a Treasure or Treasure Chamber bonus, collect it for another round of coins! Mana potions will help you reduce cooldown so you can do this often. This combo has, im sure, been shared before. And it defibitely doesnt make you unstoppable. But its still pretty good, and i felt like sharing
Yes, he'll work on a PC/Mac port after the higher-res graphics for the new Apple Retina screen are done. I could not be more eager myself. @js210: What do you mean your perks have given you a 110% gold bonus chance? That's not even possible xD. And also, wouldn't the perk that gives a 5% default chance of mana pots also be good?
Another thought for potentially re-adding the mimic. Would it make sense to assign each of the specials a difficulty number and have that number effect when they show up? For example you could have the types of specials that show up change based on the turn count... something like this Max Difficulty Level of Monsters that can show up (10 being the max) ................_________________difficulty_________________ Turn # ......... Easy ........ Normal ......... Hard ......... Harder 0-100 ............ 2 .............. 4 .............. 6 ............... 8 100-200 ......... 3 .............. 5 .............. 7 ............... 9 200-300 ......... 4 .............. 6 .............. 8 .............. 10 300-500 ......... 5 .............. 7 .............. 9 .............. 10 500-1000 ....... 6 .............. 8 .............. 10 ............. 10 1000+ ............ 8 .............. 9 .............. 10 ............. 10 Mimic would be one of the few specials in the 10 category and you could have a pop up message the first time a mimic shows up explaining what it is. So the first mimic will basically be a gimme but will also alert players as to what it is. Further... most new players won't even see it until they are more comfortable with the game and more casual players might never see it. EDIT: obviously this would be in addition to the current system of enemies leveling up/getting stronger at different rates based on the difficulty (which I think you have balanced VERY well)