No, I just turned it in at an earlier point not knowing that I should wait. I enjoy the game enough that I've started a second save to deal with the crown differently as well as trying the other path with Rajal.
I don't like how it sounds like I can miss skills and emblems and then the game be harder when it's impossible to know where they are unless I have a list.
There are only two emblems we know of so far that you can miss, and even those might be available elsewhere. Everything else is in fixed locations and can be tried for multiple times.
I feel your frustration. But to be honest most RPGs are like this. There's some secret enemy or an item that you have to loot that you can miss, etc. I'd feel bad if i missed them but i enjoy discovering secrets. I guess I've been used to it since i play RPGs so much.
One big difference from a lot of RPGs is that many RPGs give you some way of seeing which areas you've already visited and completed. In this game there's no indication on the map of which places you've already been, so unless you have a really good memory, the only way to "mop up" and make sure you didn't miss anything is to go through everything again.
Game Impressions Overall I'm really enjoying this game. It's the first match-3 game that has really grabbed my attention in years. Personally I find the difficulty level to be fine, and I also feel like the amount of luck vs strategy and skill in battles is a good balance. There are a few small improvements I'd like to see: 1. I'd like it to save the game state while in the middle of battles if I exit the app. I'm not talking about adding additional checkpoints -- I'm fine with having to start over at the beginning of a dungeon if I get killed. I just don't want to lose my progress through a long dungeon if I need to interrupt my play session to take a call or answer a text or use some other apps which might cause the game to get booted from memory. 2. I'd like it to disallow buying skills and emblems that I already own. As far as I can tell there is never any use for multiples of these, so the only purpose allowing buying duplicates serves is to add a potential mistake for the user to make. I know I can tell if I own it by watching the character animation when I select an item, but why even allow buying it in the first place? 3. It would be nice if when looking at items in the store, it also let you see which similar items you already own to compare. For instance when looking at skills to buy, I'd like to be able to compare them to skills I already own without having to exit the shop. 4. I'd like the world map to give some indication of which areas have already been visited.
Dude/Dudette you can't give up on it that easy. There's not as much "grind" as it seems. It just depends if you want to get all the chests or fully explore each path. I mean as you're doing that kind of stuff you're leveling up and the progress is real.
Rant Are gamers really that fickle now that when a game offers some sort of "grind" or resistance that it becomes "too hard" and they are turned off...I mean come on guys we scream for premium titles and we get one like this and nobody wants to give it the time or effort it deserves. This is a fleshed out game that is not for the weak at heart and we're complaining...to what end? I mean when I was a kid and had an Atari and a Nintendo there were games that came out that were completely UNFORGIVING but you know what it teaches you things when you fail, that's where the imagination that is gone from sheeple these days kicks in and you attack it from a different angle. You try a different build, different skills, different moves and work at it until it's complete. Everyone is so damn quick to judge when the "initial pleasure" is gone and they throw it away. We are such an instant gratification society now and there is no wonder why the market is flooded with games that offer just that for free. So please don't complain about this being too hard to get through because there are plenty of people doing it just fine. If you're stuck just turn it off and gather yourself, then try it again later...I used to do that in old puzzles in Lufia and the such before there was an internet I could look at lol.
If you are having trouble maybe you did the same thing I did... Which is to not realize you have to check the purchased emblem for that character for it to be active. Once I figured out that, a lot of battles became a bit easier. I still suck at getting those keys to the bottom. But getting "licked" by a treasure chest really makes me and my kids laugh.
I'll echo bilboa's point of having the game restart from wherever I left it off, rather than having to load a previous save game. Even if it's just a temporary save that you can't reload later, like FF Tactics and others, but that is my only complaint so far. Seems to run pretty well on my iPhone 4 as well as on the iPad 3.
Wayward Souls is another game which works this way. If you get killed you have to start the dungeon over. However if you exit the app it remembers where you were in the dungeon, so you don't have to complete dungeons in one play session. Now to be fair, most dungeons in this game take a lot less time than Wayward Souls' dungeons, but the boss dungeons can still be long enough that that given that this is a mobile game, it would be nice not to have to finish them in one session.
Hmm in some cases yes but I believe most RPGs that have an overworld map don't tell you "where you've been". You go from one place to the next or wherever the objective tells you but they rarely ever say "explored here" or "all items found". For instance Final Fantasy games have caves and such you can come back to, sometimes having secret bosses in newly opened places. They don't ever tell you about these (sometimes they are hinted in dialogue but usually not) and you'll have to go back to them to find out. I do sympathize that it can get hard to go back through everything again but most RPGs are built around traveling back and fourth to explore areas for secrets / new stuff. There are only some linear ones where your path is straight and you can't free roam around islands.
I am happy you can just wonder wherever and there are secrets to find ect that's all good with me. I explore excessively and complete each level multiple times to make sure I didn't miss anything, I'm just worried about missing out on things for example with hiest, if I make it to a boss and don't have hiest do I have to suicide and do it again to try pull it off? I just don't like things that are you either get it or you don't then it's gone. Other than that it's all good don't need markers or anything. Edit: This doesn't work across devices does it? I play on my iPad but wouldn't mind having it on my phone too for breaks at work ect but I'm pretty sure it has no iCloud?
Allow me to play devil's advocate because there's much off here 1. Games when we were kids were punishingly hard because they were usually insanely short and/or limited otherwise. Our mothers were dropping $30-$40 a title in the late 70s for our Atari 2600 titles (that's $120-$160 today adjusted for inflation ). Games were not made like that because it made for a better experience, they were made like that to pad them the heck out so our parents didn't go and burn down the home office for Atari and Nintendo because they had just blown that much dough and we finished it in an afternoon before dinner. That there were only 3 guys in your school that ever finished that final level and got bragging rights was a secondary effect, not the functional purpose of the difficulty. 2. That we, for some reason, look at this kludge from an era of extreme limits in game design and rationalize it as teaching us some sort of valuable lesson or, worse, being more fun, is pure Stockholm Syndrome. When we make a post like you just did, we are the equivalent of the rednecks cheering on corporal punishment for children because our parents beat us sore every time we screwed up and we turned out just fine 3. There's a big caveat inherent in your nostalgic view from when we were KIDS, you know, when we had next to zero responsibility and 10+ hours of free time every weekday during the school year and 16+ hours of free time every other day the rest of the year. I'm not a kid anymore and I don't have to ask mommy to spend the equivalent of a couple of days' pay for one new game at Christmas. I have a lot less free time and a lot more choice about what I do with the free time I have. If the challenge isn't fun, or if the game doesn't respect the gamer's time, no one is obligated to call that good game design just because you like it, because, for many, it's not. We are gaming for *fun*, we are gaming for *relaxation*, we are gaming for *stimulation*, we are gaming for many and varied reasons. If a game design that is more than happy to screw you out of a half hour's time because of a battle that is 75% luck went south is your nirvana, who am I to tell you you're wrong? At the same time, if that's not fun for someone, who are you to tell them they're looking at it wrong? For me, this is merely an above average game. I enjoy it well enough, but I'd rather play something like Battle Camp, freemium or not, as far as a match-3 goes and I'm pretty sure if not for the novelty of them swapping out the usual ATB-style battles in a pretty traditional (and run of the mill) JRPG style game that nobody would give two craps about this game if the exact same gaming mechanics were presented in a linear level based match-3 like Candy Crush, premium or not.
:sigh: is there a point at which you're going decided you've made your case about this game, its mediocrity, its poor difficulty and the glory of PAD/BC? Or are these posts going to be a standard fixture that we'll just have to deal with?
This is a discussion board, not a circle jerk of non-objective fawning over your favorite new toy. Board has an ignore function for a reason if you have decided my tastes and yours are too incompatible for us to learn anything of value from one another.