Are you upgrading stats for William? First few upgrades should be cheap enough to be affordable even if you haven’t beaten stage1.
Thanks for the feedback! I'd like most people to make it through the first stage by 10-15 runs, so maybe I have the difficulty a little too steep. I'll have to give that some thought!
I think difficulty is perfect. You need to level up your char a bit. I beat everything but last level. Only played it a few times. Got over half way. Unfortunately I got a bit bored. Coins are just given out way too slow. Even with a doubler. Other then that I found it a ton of fun. I still think it needs saves as 20 min runs are long. I only play when I know I have time.
@elcrazy Thank you so much for the feedback! I just greatly increased the coin drop based on your (and others) comments. This is a server adjustment, so it is rolled out to everyone without a game update. The key to gaining coins before this change was to kill bosses, get keys, and unlock chests. Now coins will come much easier just by killing regular mobs. But with this change, I decreased the "Game Summary" multiplier a bit. Overall, players will gain more coins during a run if they don't make it to the end (or fail to unlock chests). But if they finish a stage, the coin amount should remain about the same as it was before the change. I am going to continue testing this change to make sure it works as I stated above, so minor adjustments may happen over the next 24 hours. Again, thank you and everyone else on TA for helping shape the game and make it a better play experience for all. Any and ALL comments are always welcome!
The game might need an advanced level tuning pass….I can blow through Insane Dracula with the mage but can barely get through Extreme with the melee classes. I have all the upgrades purchased and run exclusively with the coin doubler. I really love the technical aspects of the game, for example the contrast between the colors of the backgrounds and the monsters is clear which I like and the hit boxes are extremely well coded which I really appreciate. But the longevity of the game is just not there yet….VS really solved that aspect with gating so much content behind various achievements, which makes you keep playing. Plus the fact that you need to make strategic choices amongst skills. you have a great foundation here, I hope you keep adding to it because technically speaking this is the strongest VS-like on mobile.
Hey @Havelcek thank you for the detailed feedback! It's great to hear from an elite player as there only a handful of players like you I will definitely give the end-game a run through with all of the heroes to make sure it's balanced. I made some adjustments pretty late in development, and also made some server tweaks after launch that may have had some unintended consequences. The first update (in Apple's hands) has an improved axe swing on Samson (swing delay, swing radius), which should help a little bit until I can get to a few run throughs on Extreme/Insane again. In regards to the longevity of the game, I couldn't agree more. I plan on adding new skills, heroes, and stages in future updates to help with that. I also plan on limiting the total # of skills you can get in a single run to help with variety in builds. I need more skills/spells before I put a limit or the balance will really be messed up lol. @Havelcek any chance you could send me a PM? Just a few more questions. No big deal if you aren't up for it. Thanks again!!!
Hey all! Just wanted to let everyone know that the first Grimnight Heroes update is available on the App Store! • Final Bosses on Each Stage can now be Defeated • New Quests for Defeating Final Bosses Added • Increased Coin Drops - This was a server change, so that has been available a couple days now • Samson's Axe Swing Improved - Bigger Radius and Shorter Delay Between Swings • Added Discord and Email Buttons on Title Screen I *think* all of the final bosses difficulty is pretty good, but was hoping to get some feedback if anyone is up for a challenge Watch for more stages, heroes, quests, books, and other misc. unlockable content soon! Keep the suggestions coming, they are REALLY helping to improve the game. Much thanks TA folks! Grimnight Heroes Download Links: Grimnight on the Apple App Store Grimnight on the Google Play Store
First of all, amazing that the developer is so active in here. I have really mixed feelings about the game, and I want to love it more than I actually do. It definitely is one of the very best Vampire Survivors-like on iOS. Love the pixel art and the music. Controls are also flawless. But each game tends to bore me rather quickly. Progression and sense of upgrades feel way too slow. Unlocking treasure chests doesn‘t feel rewarding at all. And gold is coming in at such a low rate, that I might delete the game even before unlocking a second character. I also tend to always go for the same few upgrades (mostly raising main weapon‘s stats and getting that circle shield working quickly, before doing anything else). There should be more excitement in trying and experiencing different builds. So, yes, I‘m kind of forcing myself to keep the game on my device in hopes that future updates will make this rough gem truly shine. But at the moment, I really need to be in the mood to kind of force myself to go for another round for too few coins.
My thoughts on the game. I only play on Insane difficulty now and the other difficulties is all obsolete now sadly, the same goes for quests. As soon as you unlock the book of orbit, unlock Shade or unlock the mage Elius the game goes from super hard to super easy. Especially playing with Elius is a autowin unless you really really dont know what you are doing. For a little more challenge I recommend using a fully upgraded Shade. At least with her you have to be on your toes and plan your upgrades in the beginning of each run. But if you are using Elius everything is too easy as long as you imediatly invest one point in the forcefield upgrade in the beginning. Then its just a matter of upgrading your fireballs and regen and you pretty much have won the game. Money becomes a non-issue after unlocking Shade or Elius. Combine any one of them with the coin doubler book and You bring in between 1000 - 1500 gold each run on insane. The ”boss” powerup is redundant since you are so overpowered, I leave that one for last when the game force me to select it. Also I run out of upgrades after about 17 min on each run, everything is maxed out by then. So that is maybe something to look into? It can be solved fairly easily by adding a couple of new upgrades. Sometimes the direction of the character locks up and he just continues to run in one direction. The fix for that is to pause the game and unpause which frees it up. Its a minor thing, but potentially deadly if it happens at the wrong time and you are low on health. The game really needs more of everything. More levels, enemies and bosses. Also much harder bosses. Right now I dont pay them any attention at all since they just get mowed down and melts with everything else. One thing the developer should fix asap is full controller support. As it is now I constantly have to poke the screen and confirm every upgrade which breaks immersion and get me out of rythm so to speak. It would be nice to be able to just control everything with the gamepad since the core gameplay obviously works with controller already. Its a great game! I hope you dont see this post as negative mr.developer. I just wanted to share my perspective on it and maybe help you adress some of its issues. So far I have enjoyed it tremendously and played it maybe 10h in total. It needs some fleshing out and a bit of fine tuning thats all. I speak and understand ”engrishlisch” way better than I write it, so disregard that part pls
Thank you so much for the feedback! I will give some thought on opening chests, maybe I can add a little break for the player while it opens to build some anticipation. Or maybe improve/change the chest rewards to make them more exciting. I totally agree with the lack of different builds, so the next big update will have new skills/spells, along with at least 1 new hero and possibly a new stage. There will also be a max limit on the # of skills/spells you can have during a run. I think that will help the "build" problem a ton. Right now you can basically have every skill available at the end of run, especially if you are on the unlocked stages (more mobs=more XP=more skill upgrades). I hope you all stick with the game while I make the improvements, because I am doing my best with limited resources
Thank you for the fantastic feedback, you brought up a lot of good points! I will be balancing the heroes for the next update, including dialing-down Elius' power a little bit for sure. I will also take a look at Samson to see if he needs a buff. I want the unlockable Heroes to all be viable in Extreme/Insane, but also be different enough so people will want to try them all. Yes, this is definitely something that will be addressed with the next update. New skills, and a limit on the max # of skills so you really will have to choose how you want your build to be. Variety in each run is essential, and it's just not there yet (but it will be soon!) More levels, enemies and bosses coming soon! I will also give Bosses a little buff. I think they are a bit too weak now too. I want them to be threatening, but not always deadly. Gamepad support is minimal right now, but will add more support for options menu, level up screen, etc. at a later date. I want to make sure the game is great before putting a ton of effort into controllers as it is a very small % of the population. BUT, I may be able to add controller support for the level up screen considering it happens so often. I'll give that a look for the next update! This area definitely needs some help. That is way too much gold for 1 run, regardless of difficulty. Thank you for bringing this up! The only time I see this "bug" is when I minimize the game. Do you see this at other times? I have on my "to do" list to pause the game if it is minimized, but if the problem is happening elsewhere I will need to address that too. Again, thank you, thank you, thank you for the constructive feedback everyone. The good news is, each of the items brought up by pretty much everyone can be fixed without completely overhauling the game. There needs to be a tweak here and there, more content, and some fine tuning. These are all reasonable requests that can be completed within a few updates. Of course, I'm going on a 1-week vacation starting tomorrow, so the next update will have to wait a little bit longer lol.
No problem. You got a great game on your hands here, with a bit of fine tuning here and there it will become even better I’m sure! I find it to be one of these games I just have to play ”one more round” of. And those games usually get a permanent stay on my ipad.
Love this game! Instant bought the ad remover. Think I like it more than Vampire Survivors, honestly. One quick gripe, could you please increase the contrast of the red skeletons against the ground of the first stage? I can’t make them out well sometimes. Also, I don’t see any way to disable the tutorial. It comes up on every run.
Sorry for the late reply, I was on vacation. And thanks for you support and the feedback! I will make an adjustment to the skeletons on the first stage to help them stand out more for sure. There is 1 tutorial that shows up the first few games, but then goes away after that. Is it still showing up for you?
Yes, it shows up every run for me. You are very welcome. Thanks for the game and this active engagement to support it. Hope you had a great vacation! Also, after playing some more, I’m inclined to agree with Rocco SE, not that progression is too slow or boring necessarily overall, but the chests definitely feel underwhelming. A bit of gold, a little XP, eh. I’m thinking maybe chests should spawn an upgrade? I dunno.
Vacation was great, but now it's time to get back to bug fixes and game improvements Is it the "BOSSES DROP KEYS" tutorial you are talking about, or a different one? Sorry, just making sure I make the correct adjustment. I will be looking into making the chest unlocking more exciting within the next couple of updates! And of course more Heroes and Stages too. Thanks again for your support!
Have you done something with the game on the server side breban1? Now I get a lot less coins for each completed run - about halv of before. And the game feels a lot easier. Too easy.
There haven't been any adjustments other than the ones I posted here. Even with the coin drop increase (with less multiplier at game summary), it should be about the same @Gus_SWE what difficulty are you on, and which hero are you using where it feels to easy?
It’s all the blue tutorial boxes, starting with “KILL MOBS AND PICK UP…” on through “YOU GOT A KEY!…” or whatever the last one is. They come back on every run.