iPad Dungeon Raid (by Fireflame Games)

Discussion in 'iPhone and iPad Games' started by freedog, Nov 15, 2010.

  1. coconutbowling

    coconutbowling Well-Known Member

    Dec 8, 2008
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    I say stay clear of campaign. If i wanted depth, i'd play puzzle quest. Dungeon raid is great because you drop and play minutes at a time. That being said, i'm still up foe the multiplayer idea that was thrown around couple pages ago. I have a lot of ideas how it can be approached and think it could add a new level of strategy to game.
     
  2. DaviddesJ

    DaviddesJ Well-Known Member
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    May 19, 2010
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    This game has more depth than Puzzle Quest, for sure.
     
  3. coconutbowling

    coconutbowling Well-Known Member

    Dec 8, 2008
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    Actually i agree. Poor choice of words in my last statement, i should've said PQ has more customization.

    It's still amazes me how every game of dungeon raid i play is different.
     
  4. misterdetroit

    misterdetroit Active Member

    Aug 17, 2009
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    Just bought this on the 0.99 sale. Wow what a game! It's a shame games like this and Coin Drop don't make it in the top 25 :(

    I'm up for your campaign mode ideas Rivozzz. And universal support would be sweet'
     
  5. aelam

    aelam Active Member

    Jun 2, 2010
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    I realized this after, I didn't know because there is no game centre button, only yet dope feint one. Weird...
     
  6. breadicus

    breadicus Member

    Mar 15, 2011
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    I like this idea :) Could call the skill "Meat Shield" ;) Even though they are skulls :p
     
  7. aelam

    aelam Active Member

    Jun 2, 2010
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    As I unlock more stuff I am loving this game...The Ranger class rocks!!!!

    Anyways, I also really enjoy reading the intro stories. When is there going to be another contest to submit more? :D
     
  8. DaviddesJ

    DaviddesJ Well-Known Member
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  9. LordGek

    LordGek Well-Known Member
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    Wow, sure looks it and IF they manage to pull it off, power to them! I'd love to see somebody else take a turn at this formula as long as they add some original twists and it isn't a COMPLETE unimaginative clone.

    From just the screenshots I noted at least a few original aspects.


    -There is some sort of map which, to me, implies some sort of campaign. This could be cool but also might make replays a little tedious if it feels like you're going through the same levels over and over again.
    -There are Diabloesque Skill Trees which implies different classes of entirely unique skill sets. While this could be cool, it also takes out a lot of the random luck in how your character develops that I enjoyed.
    -There is some sort of shop that you have the option of leaving (you don't HAVE to buy a new piece of equipment).

    I'm definitely curious how this turns out, Fireflame might have some real competition!
     
  10. Osmiral

    Osmiral Well-Known Member

    Nov 19, 2009
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    I think a multiplayer mode could be really good, it would work the same as single player but instead of skulls attacking you, when you chain skulls and swords it attacks the other person.
     
  11. venasque

    venasque Well-Known Member

    Jan 1, 2010
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  12. nesio718

    nesio718 Well-Known Member

    Jun 16, 2010
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    getting paid....
    Sunny South FL!!
    looks more like Azkend than anything else.....

    [​IMG]
     
  13. DaviddesJ

    DaviddesJ Well-Known Member
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    Azkend is a time-based game, right? That makes it a lot different right there.
     
  14. LordGek

    LordGek Well-Known Member
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    -Azkend like pathing (basically hexagonal Dungeon Raid pathing where the tiles pathed through have significance and are tied to some resource.
    -Puzzlequest like dueling as all screenshots of the battles showed a hero vs. somebody or creature. So it is pretty clear they aren't pulling DR's genius of battling against the grid itself and not a specific opponent.

    I am curious and want to snag it as soon as it comes out, but I think some of their design decisions will limit the game's replay value much more than how things worked in DR.

    In DR you were always wondering which special would pop up next, which upgrade you might be offered, or will you finally be able to snag that desperately needed Teleport skill...whereas I can just assume in Dungeon Saga it will be more about traipsing through a fairly scripted series of battles along a set storlyline and therefore will know after a single play through what to expect where (encounters, treasures, and the like).
     
  15. King Muumuu

    King Muumuu Active Member

    May 4, 2011
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    Fireflame, how's progress on the new version?
     
  16. Psac42

    Psac42 Well-Known Member

    Jan 9, 2011
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    I finally got to try the Treasure build. Had Dazzle-Double Coins-Treasure Chamber-Treasure. I ended up with my third highest score
     
  17. kaboom132

    kaboom132 Well-Known Member

    Apr 30, 2010
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    Speaking of that, where is Fireflame? I haven't seen him in a bit...
     
  18. Psac42

    Psac42 Well-Known Member

    Jan 9, 2011
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    ...posted early. It was a nice alternative, and my highest score without Teleport.
     
  19. King Muumuu

    King Muumuu Active Member

    May 4, 2011
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    Sent him mail.
     
  20. Ashflow

    Ashflow Well-Known Member

    Jan 9, 2011
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    #1980 Ashflow, Jun 18, 2011
    Last edited: Jun 18, 2011
    A few random ideas for modes I had a while ago:

    Alchemy: Any tile can be combined with any other tile! However, combinations of different tiles create different effects that are partly random, but mostly governed by a) number of tiles combined and b) number of different tile types combined (i.e. skulls, weapons, potions, gold, and armor). The number of tiles combined would govern the positivity or negativity of the effect: no effect on normal chains, 50/50 positive/negative chance when one different tile is added to the chain, 1% increase per tile for the next 20 tiles, and 2% for any after that. The number of different tiles would change the 'level' or 'impact' of the special effect, so there would be five levels in all (specials are treated as regular skulls while being counted---chain and broken tiles don't count as anything, increasing neither the level nor the negative effect percent---arrows effectively become swords, with their ability useless in this mode---mana potions retain their abilities, but are counted as health potions for the effect leveling and negative effect percent). Each 'level' would have a larger effect than the last, for example: a level one positive effect would be to give the player some health, exp, gold, up, or armor, while a level 2 effect would do the same but give more of it. A level 5 effect would be to give the player an upgrade, new item, or level up. Negative effects would essentially do the opposite of a positive effect; instead of gaining something, it would take it away. I don't know why I got into such detail with the mechanics of the mode, especially since there's a large possibility that it won't go into the game, but there you go (maybe it's because I like the idea for this mode a lot...).

    Boss Rush: Every skull is a boss. The player would start with: stats one would have (on average) at 300 turns in a normal game, 2 fully upgraded skills of their choosing, and 5 upgrade points to make it a bit more fair. This would be designed for shorter game times, and would be unlocked when all classes got to level 10 (to prevent taking advantage of it to level up classes). Also, the advantages that the player starts out with are just my guesses as to what would help balance the mode; it's hard to come up with those kinds of things without actually actually playing the mode (which is impossible, because it doesn't exist).

    Last Stand (this is actually about 95% King Muumuu's idea, but I'm including it anyways): The player starts out with every single skill available to them, but once used, the skill is gone for the rest of the game. When the player unlocks abilities via leveling up classes to level 10, they are permanently unlocked for use in this mode as well (giving it a cool 'unlockable' aspect :p).

    Mimic: Every enemy is a mimic! >:D Each Mimic that's not matched correctly takes away a percentage of your hp that increases with more turns. Maybe starting at 5% each Mimic and increasing by 5% every 15 turns (or something like that)? Of course, this could be very easy if you pay attention and take your time, so a timer counts down and gives you extra points for getting through the 15 turns quickly.



    Sorry for the wall everybody :eek: (especially the first idea...)

    Edit: please excuse my attempt at a devil face in the mimic paragraph, lol
     

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