I think that just adds some tension of the unknown and would definitely up the challenge even more. It is supposed to be a roguelike. You wouldn't have to give your relics or health, you could fight it or evade it. Imagine...you're low on health. You're low on potions. You've made it far, thanks to luck and good relics and smart upgrading. You feel like you're turning the tide of the final wave of the area, you have a solid stategy. And then whatever music/effect plays...and you feel that dread and tension and you hurriedly do your best to come up with a plan, because you know what's coming and how difficult the next few areas might be. Do you fight back, use your relics and skills strategically to defeat it despite the challenge? Or do you take lesser evil, offer something or make some sacrifice to appease this powerful enemy and avoid the fight? I feel something like that could add a whole another dimension and dynamic to the gameplay. But that's just me
Thanks all of you for incredibly good ideas!! I love the nemesis idea and even solved a way to go with this, its REALLY slow but REALLY STRONG. and there is a way to make it dissapear and a way to kill it, but aint gonna tell you guys haha just gonna need to figure out the spawn chance % and stuff like that. Cheers!
Another good way to mix things up might be one or more enemy types that are shielded in some way, for example a held shield that blocks frontal attacks so you must circle and hit from side/back, and perhaps their turning speed is lower to give more chance of circling them. This would be especially fun in mixed mobs...
Hey I just bought your game, mainly because you are so active here and I like the style very much. I played now for an hour or so and I have a few questions : 1) Is there a way to see which Relics your Character has collected and which effect they actually have? I got one called "satanic power" and didnt notice anything besides the visual effect on the character. When I died, there was an overview over all the collected Relics, but they were gone afterwards and I still didnt know about the effect of some of them. 2) Do potions have random effects? Sometimes they increase stats temporarily, sometimes they seem to decrease them. Havent really paid attention to their colors, though. Maybe thats my fault. I think an explanation ingame would be nice nevertheless. 3) What to do with gold? The shop says stat upgrades do only count temporarily. Does that mean for the complete run oder only a certain amount of time? I ended up not spending any gold and had about 45-50k when I died. This is the first time I play this kind of a game, so maybe some of the questions are just stupid. Still I enjoyed it very much and I am looking forward to play more
I like the post above as I know you've said previously it's more fun for us to figure it out ourselves on what things do ect but I do prefer to actually know then I can feel happy when I get something or sad. Also as suggested previously a bestiary would be a nice touch.
Maybe a potion list that fills up for each potion that's discovered per run. And on the start of each new run, the list gets cleared and reset? Sounds like each run eventually gets real long..so maybe a quicker mode where you level up and pick up relics faster, but have enemies scale up quicker as well similar to Solomon's Boneyard? I can usually only last 10-15 minutes in that.
Well hmm, we might make a wiki page for the game having all the relics explained. But i dont think we will do anything about that inside the game. And about the gold, the gold is also for each run so spend it on damage, attack speed, stamina or armor buffs. Its also good to have a health potion equiped at all times.
I just dont get why you wouldn't display all the Relics ingame in a kind of collection. Maybe present them similar to the trophies/achievements...I mean most of them I encountered so far looked quite well designed, so why not show them off? Maybe even with a counter for "amount of times collected". At least for me its small touches like that, that makes games even more lovable. Similar to this (I know it was suggested before) some kind of bestiarium? Again with a counter of amount of times slain and maybe a very short description of the enemy. Furthermore I am missing some kind of Arena/Endless mode. Where the game throws waves of enemies towards you in a kind of open arena without many obstacles and every 3 (or 4, or 5...) rounds you get to choose one out of three ramdomly selected relics. Maybe some of the more powerful relics only appear after you reached a specific level. You start with a level 1 character every time and at the end there is a "Hall of Fame" (highscore list) for most waves cleared. I feel like this would heavily encourage experimentation and keep things fresh with adding a lot of replay value at the same time. I am very sorry if all of this was already discussed. I only played the game for around 2 hours now and because I love it so far, I wanted to give my feedback. I haven't even tested out all characters and maybe an Arena Mode does already exists. Just a few ideas and suggestions off the top of my head
Yeah an endless mode would be good i guess, wouldnt be too hard to do it, we also got an engine for a top 100 global highscore board.
What I'd love is an Endless Mode where you start from level 1 and see how far you can get before your first death (unless you have some sort of Amulet of Life Saving in the game).
I played again after an update or two passed (man I love active developers) and the game keeps getting better. It's totally awesome. I did have the game crash for the first time though with the latest update. It gave some error screen, then crashed. Not sure of this has been mentioned. 5s iOS 7.04. Thanks for the amazing updates and support.
In the spirit of ideas being thrown around, maybe a character that is simply a bag of skittles. Attack would be force feeding the taste of the rainbow. Or maybe M&M's that melt in the enemy's mouth. Another neat idea might be a dirty sock. Just throwing some stuff out there!
Thanks for the update! Quick update on the MOGA controller support cause it seems like you tweaked it a bit. The left analog stick now works up and down properly, however the left and right are switched now. The right analog stick still has the up and down mixed up, left and right are correct. The d-pad, which was working fine, now is completely backwards with left going right and vice versa, same as up and down. The buttons still function properly. Thanks for giving it a shot, seems like a bigger problem than I thought!! Still loving the game though without the controller!
Hey there is a tiny bug in the snow level. Sometimes there is a big rectangular hill that you have to walk around in the bottom left of the map and when you walk near the top of it the character shows partly through the hill. I noticed this a while ago and again today. Oh and great game!
On the idea of new ideas! Ummm... I always find that the first time I play a "rogue-like" I get the farthest on one play throught and a bunch of better pick ups then I received on subsequent play throughs as an early level character. Does anybody else find that the first run throught of a rogue-like game you do really good, almost as if rogue-likes are designed to suck you in on the first play throught. What if the developers put in a revert to first play percentages? As I typed this I realized that this game has an ability to reset stats, but what I'm calling the "first run mode" would be a great way to play rogue-likes.
Yeah exactly like that! Just what i was thinking of Umm if possible take a screenshot of the crash next time it happens and up it here so i can fix it ^^ Yeah i tried something lol . But yeah it needs some further testing. I'm getting a FedEx package today with a few different iOS MOGA controllers sent from MOGA (thanks to them!!) so i can finally make this work. Alright cheers man, will fix this right now Haha yeah i know the feeling! But trust me, this game is pure random and no system build into it like that . You just happened to be lucky
I actually have purchased the game now instead of just lurking in the forums : ) tried all 3 classes but decided to try playing as a pyromancer. So far my only difficulty has been aiming with the right stick although that's probably just me getting use to the game. Endless mode from level 1 sounds like a good idea to make it a fair competition but also it makes it feel like your level and stats are wasted on it whereas people that have played more and got levels could potentially get further in endless using their current character. But I suppose everyone from level 1 makes it more accessible. Also no idea if it's normal as I only just got the game but when I go through a door or anything to a different dungeon my health bar always days I'm dead in the few seconds it's loading.
The game is super fun indeed, but most of the fun part relies on the satisfying combat and discovering different relics, however there is only 1 if not 2 active skills available, it gets really repetitive after a while, i think adding more skills and especially CC skills for each class will be a very nice touch in terms of making the combat more dynamic and challenging . Here are the skill suggestions i've got, 1-2 active skills each class just to keep things simple, the mechanism behind them are not complex, most which are already implemented in the game through relics etc, but are now upgradable since they are now skills. For marksman, i think throwable traps can be a really nice addition, so basically 2 different unlockable traps that will remain on the ground for x seconds and shares CD: 1: FIRE(deals instant AOE damage and maybe places a fire DOT as well? can crit) 2: ICE(once triggered, creates an ice slick around where the trap is placed, slow all enemies movement speed within the area, basically like hunter's frost trap in WoW) 3: Lightning Arrow passive(x% chance to trigger. Paralyses enemies for x seconds, can be really powerful CC skill when combined with penetrating arrows) Pyromancer 1:Blink (instantly teleport a short distance in the direction pyromancer is moving towards) *Pyromancer IMO should be a glass cannon without necessarily any CC skills Viking 1: Whirlwind(SPIN!! and cause rapid AOE damage within thee times the melee range for x seconds and places a bleed DOT on enemies, last x seconds, CAN CRIT) 2: Charge(instantly maximise movement speed for 1 second, knocks back and stuns whoever comes in contact for x seconds) 3: Bloodthirst(heal viking for x amount of health on dealing crit hits) this should help the melee class to sustain better in close range combat I really hope to see some of these skills in the up coming expansion, imo this would be a huge boost to playability THX TO THE ACTIVE DEVS, U R THR BEST!!!