The 3rf place to go after the 2 bosses.. Red devil ans minotaur? There is a never ending route I have been playing and it keeps asking A or B never ending.. Wtf with that..
It's a long game. Probably the longest match three on the app store. Also it's not exactly a breeze in the park.
Stuck... Before Ancient Palace continent 2, like a maze, multiple "A" and "B" paths and enemies are brutal. Did I miss something?
Man, this game gives me such highs and lows! I was super hyped up because I should have lost a fairly long round, but had a perfect cascade that let me make it through the boss! But then, I was super crushed when I made it to the next boss in the next stage and had opened 3 chests (including one with an Emblem inside!), and I lost. Not really sure why either, other than he guarded against everything. 6 1/2 hours of play, and at the end of the second island (maybe). I'm at the labyrinth.
Apparently I have played 14 hours already and loving every minute of it! This is such a polished game and I actually like the 'bad' translation. It makes it funnier. There is so much polish in this game...even the whirlpools spin in the ocean. On the third island and farming to upgrade a few emblems. Does anyone not trust this old sage wizard or is it just me? Going to put a 5 star review on ITunes now...
Like Ramzarules, I hit a wall against the labyrinth Minotaur. I'd been able to beat every boss without losing until that one. Would someone mind sharing what it's weak to? Much obliged!
The Minotaur, like many bosses, is immune to basic attacks. You can only damage it with skill attacks.
yeap, i figured it out, and with special attacks and 5 s-skills (match 5s) i brought him to one last hit, and got defeated. Don't get me wrong, this is the best match 3 rpg on the iphone/pad/ i guess anywhere, but i'm not a fan of it anymore, for the same reason i'm not a fan of dark souls. I don't like feeling like my time ammounted to 0. Sure, i choose to spend that time having fun, but i want some sort of progress to show for it, even if it's 1 gold coin more. Otherwise, it is simply time wasted and gone. Which happens too often irl, i don't need it in games too.
But... you can easily recover your souls in Dark Souls =/ And usually time spent in defeat does not amount to 0, you learn from it. It's the very basis of rogue-like/lite games. But it's down to personal preference. I'm sure the devs will figure in the complaints related to the difficulty and consider ways to alleviate it in future updates.
This pretty much sums up my opinion as well. Hero Emblems is a great game, but the frustration level far ends up outweighing the fun. Glad there are folks who enjoy the high level of difficulty, I'm just not one of 'em.
Think I may have discovered a bug that I can reproduce. Start the game, mute the game sound/music, play some music on your phone. The game will crash within a matter of minutes. I've had this happen about 5 times on the train ride home. Restarted my phone, tried it again, same result. Anyone else have this issue?
Currently stuck at the Tower of Deity. Damn, those traps and monsters hit hard. My party has the 5th tier emblems equipped (Alston and Trista both have the 6th tier emblems due to lucking out while on the quests to get the two items needed to open this tower) but I can't seem to make it through all the way. Has anyone found out what the monsters here are weak to? Any tips? Still enjoying anyway. Those Taiwanese guys really nailed it with this one
Technically true, but here's where I can see there being a limit for how much punishment I want to take from this game: 1. Often the learning you speak of is REALLY pedestrian. Oh, that end boss that I got to after 15 minutes of playing through same old same old grunts is immune to X and weak to Y. Well, let's just reassign all the skills and do it all over again. This would be no big deal IF there was a check point right before the boss we could go back to, re-tune the team while keeping our crosses and boosted tiles, but, no, we are also expected to go through all the grunt fights all over again hoping for that peculiar mix of luck and skill that will have us going into the boss fight this time with the right set of skills and enough crosses... wait, what's that, I fought through all the grunts but only have one cross... FRAK! 2. No ability to make risk vs. reward judgments. We should be able to retreat from a engagement keeping our progress. I don't care if they stick with the autosave before you enter a "dungeon" and if you fail you go right back to that point, it's a design decision that, other than not having an optional checkpoint for the boss fights, works well enough. What doesn't work is that there is no ability to realize, whoah, this dungeon is really above my pay grade, why don't I leave with the gold & loot I've managed to get before I get myself killed. But, no such luck. Once I'm in, I'm committed. I either leave with everything or I leave with nothing. The result is that it's not so much a roguelike with learning, rather it's a fairly linear affair with repetitive grinding in between. I'm not discounting the role of skill in the game, but, generally, the gear is more important. I'll get my butt handed to me in a dungeon. Re-tool the team to capitalize on (in)vulnerabilites, get butt handed to me again. Go fight grunts ad nauseam, get a new emblem or two and, voila, that previous impenetrable dungeon is now easily passed (and becomes an optimal site for grinding the next time I hit such a gear wall ). I get that gear-walls are a big part of RPGish games in general, I just find the balance off here. ----- In short, there needs to be more respect for the player's time. This game reminds me of some awful console experiences I've had where you have to keep playing the same scenario, watching the same unskippable cutscenes, all to try and overcome some split second reaction based challenge near the very end to move on just because it lets them pad what would otherwise be a 6 hour game into 20-30 hours because there's so much enforced repetition. It's padding more than content. Last, I don't really understand the fascination with the "swap two adjacent tiles" dominance in match-3s given that the PAD/BC "push" system is both more skill based, visceral, and immediately rewarding. With the necessity of special tiles in this game, it's like being asked to play chess with checkers. I have to do some very nuanced and complicated stuff using a stick and rock for my tools That last complaint is totally unrelated to your point, but wanted to work it in there haha