Design and progression are absolutely brilliant. Love the "managed risk" take on match 5. Kudos for really thinking this through! I second the call to speed up turns a bit. Other than that, would love to just see more items as I keep getting more silicon and starting gems to spend. Armor? +2 to attack? Freeze your opponent for a turn? Or maybe items that decrease/increase your odds of landing on skulls. There's a lot of potential for longevity as long as there's ways to get more powerful.
I'm trying to enjoy the game, but I've now been unable to select any tiles at least 3 times in separate games, and I bought the game less than 30 minutes ago. Here's a pic of my board, I can select NOTHING. I had to fully quit and come back, then it worked. It's very annoying.
Thanks for playing the game. And yeah, speed roll is faster when playing against multiple enemies, but maybe it is not enough. We'll look into it!
Interested in this as I loved Dungeon Raid and still have it on my device I'm just not sure yet. Waiting to hear more about the game.
Seems like the boss fight at level 5 takes a jump in difficulty. The AI opponents get every lucky roll and my attacks always fail.
Have been playing this on android and have got to level 21 it's a great game with a good twist on an old game mechanic.
Hi there! Concerning progression till first boss, we are making some minor tweaks, so expect some news in this front in the next update. About AI getting lucky... you know, random Android version was a little bit easier till last release, now It's tougher getting to lvl 21. Nonetheless, congrats on that! There are two +1 attack upgrades (unlockable with your lvl). Freeze seems a really interesting idea... we were thinking about skipping turns also. And about longetivity... yes, please! From Ludum Dare #28 original prototype to iOS/Android release, we enjoyed the ride! So we will continue working on Faif and making it better. In other news... we've just released a new official trailer! Hope you like it!
Hesitated buying this at first, but the game is very good, and a good value at 2 bucks. So no regrets here. The audio/visual presentation is excellent, even if minimal in design. And though the gambling mechanics may make the game seem more based on luck then strategy (and it is), there's more depth here then you'd suspect. A rogue-like, match-5 roulette game is what it plays like to me.
The game does show you which square you've selected; when selected the corners flatten. It's just a little too subtle, I didn't even notice it at first. I agree that showing a connection would work better visually.
I had this happen last night (playing on a 4S running latest iOS). On the plus side, I've figured out why selecting tiles sometimes doesn't seem to work. I think tiles are unable to be connected diagonally, sort of? It's hard to explain and maybe someone (developer or otherwise) can clarify. And as a previous poster noted, valid selections are highlighted in a way, where the corners fold in.
We've submitted an update on Monday (Game Center integration and minor tweaks, including selection system). We've tested the new version a lot, but when out, if you guys find any problem, please let us know! (we fix the feedback button too!) This version should be up in a few days. After this update, we are working on something reaaally special... stay tuned!
If there were a different difficulty mode with a larger grid and the ability to select more than 5 options at once, it would open the game up so much.
Unless I'm the most unlucky player in the world, it's very weighted to picking the skull for the player. My first four games, even limiting it to a single freaking skull in the lineup for every move, it would land on the skull. Not so for my opponent though. Beautiful game, but it's angering me quickly.