Loving this game. One thing I'd really like to see is a bestiary. There's so many cool enemies in this game, it would be cool to have a section to see which ones I've fought and which ones I havnt .
I dont know, i hope so. I've made a ticket about it, hopefully get an answer at some point yeah why not, we'll see maybe after the expansion Maybe
I just bought this and... I just don't get it! After playing 2 rounds I found a dungeon but got stopped by this random block. I bought expecting a RPG but found what seems to be arena survival game?
So I keep checking this thread and if it weren't for all the apps I've purchased over Christmas I'd probably have given this a go already. So from what I understand it's a rougelike hack and slash arena kind of game? Does anything carry over from one play to the next? Also what kind of game length is an average play? Can I pause the game during a level yet? Usually I like to progress and build up my character just not sure how I'll like it but it does seem well liked here.
Yeah its a hack n slash with roguelike elements. You keep your hero's xp, level, attributes and talent points. And a saving system is coming in the next patch which is "in review" at the moment and available for iOS shortly. So you can exit the game and pick it up again later.
To expound upon Panicci's answer, game length will tend to increase as you continue building up your base stats through leveling, so you can get farther and farther each play. The random relics and magic potions can really change the way you focus your "temp stats" build each playthrough so it is really addictive. Right now you can exit the game and do other multitask stuff as long as it's still in recent memory in the background, but if the game actually drops out of RAM there's no current-game save state (which is what Panicci was referring to implementing) so that round would be lost. I think your question referred to pausing in-game to build out your character though, and that is actually a game dynamic where the build menus don't pause the action. I like it; you have to be quick during cool downs between waves to apply level points and gold purchases, or alternatively you have all the time in the world post-boss or dungeon to reflect and select.
This game is kind of a mash-up of dual stick arena shooter and roguelike. Keep getting farther, level up your character to determine your base build goals and dump coins into temp stats during that playthrough to power up quickly. As you collect the random relics and potions you'll find that a build for that playthrough will start to become apparent based on stat boosts. That said, if you don't like dual stick shooters the extra roguelike elements probably won't pull you in...
Thanks for the quick replies, a save system sounds good not keen on having to pick quickly with no pause ability especially if I need to stop for a minute, will it pause with this new save function? Also I forgot to ask I seen some shots of people with all their artifacts I think it was, how do you know what they do if you can't stop and look at things?
Like binding of isaac, we want the player to learn them and figure them out. We could give all the info but this way i think its much better And a save state is coming yes, you just have to exit the game whenever you wanna take a break.
You can actually pause and action will stop (the relics screen you mentioned). The upgrade options like leveling and coin spending don't pause the game, by design. You can also pop out of the game which will pause the action, just be careful it doesn't fall out of RAM until a save state is implemented! Once a relic is collected you can't tell what it does (again by design). Some of them you can see stats changes, others you can see what effect they have during gameplay. Not knowing exactly what the relics do until you figure it out is half the fun!
I've been trolling this thread since the games release. I was still on the fence about buying. I think I'm going to buy now that the new update is out. The game looks awesome. I wanna thank the dev for being so accessible, with games of any size it seems like they get your money then it's a lot of finger crossing for updates and bug fixes. This game seems different. I played the game for free on my android phone and it seemed to be a bit IAP heavy,(pay to win?) was that just because I was playing a free version? Is the iOS version different? I also saw a couple posts about the controls being a little tight. But the poster couldn't explain it. I may be able to lend an explanation. For me on android it felt like no matter how far I moved the joystick my character was slow/sluggish I found my finger half way across the phone screen and would die because of it. It just didn't seem responsive. I'm not sure if this was due to my character stats or game mechanics but that's just what I noticed. Sorry if these issues have been addressed but I just didn't catch them. Thanks again for the awesome game and being so involved in the community.
Yeah zero IAPs are needed in the iOS version. And as to sluggish movement, I've never felt that way so I guess that's a good sign. Your character's speed can be increased by potions though
I don't know if it's a bug or intentional. When exiting out, then coming back in to continue, you go up a wave. For example, I leave the game at wave 10, come back and I'm on wave 11. I keep doing it, exiting and coming back, it did it every time. No big deal, just wanted to point that out. Great job on the fast updates, really appreciate it. The controls are great now, and I'm really liking the save option. Having no save option was tough, sessions can run 30 minutes plus. Being able to come back later and start where you left off is great! Really appreciate that save option. Thanks for being so active Devs, and listening to our suggestions. Great game, keep up the good work. Happy New Year to everyone.
Thanks Devs for listening to the gamers in the TA forum. I bought your game because of this (and because it looks great too). I can't wait to have fun with your creation.