Ah, makes sense. So if I play on iPad I'd see them? Still a wicked fun game, just a bit bummed as it was such a nice detail that added to the immersion. Maybe we could eventually have a toggle in settings to force them on at the expense of framerate? Just for kicks. LOVE the new map overlay btw, thanks!
After playing more and more, I really think the characters need to be sped up a bit, I know you said it was balanced but the speed of the characters makes the game feel a bit sluggish... Sent from my iPhone using Tapatalk
To the Dev. Are there any plans for icloud support? Would be nice to play the game in all icloud devices
Yup. I'm playing on iPad Air 2 current OS, and notice reflections fairly often. Man, I'm totally hooked on this game. It's edged out Looty Dungeon for most played.
Would love to have a toggle for the extra graphics on my 6s+, kind of a bummer to not have the reflections and effects that my iPad air 2 has. Anyhow, top notch game all around. Kudos OP. Too much fun*****
reflections aren't in all dungeons tho.. just some of the tilesets show them a 6s+ should be fast enough to not drop them for framerates?
Is my creaky 6+ enough for the extra graphics? Played up through 20+ levels tonight and never saw a single reflection. Had a blast otherwise!
I'd have to assume that a 6s+ would run it better than the iPad air 2 only because it has upgraded CPU/GPU over the air 2 and 2 gigs of ram. My 6s+ runs Rally Rush 2 with all visuals maxed without ever a single stutter, and that game is really leaning on the hardware. Thanks OP.
I actually noticed a problem in the reflection rendering that might have caused it to vanish on some devices for no reason. Fixed in version 1.0.4 Speaking of version 1.0.4, I just pushed it to Apple, so hopefully it lands on Monday (not sure if they work in the weekend). The full list of changes in the new version: add achievement: Soul sword add achievement: Fire fist add achievement: Thunder claw fix: Teleporter animation fix: render optimizations fix: possible crash on map rendering fix: king-loot bestiary not unlocking fix ios7: touch screen bugs fix android: Moga controller now working (no Dpad support) fix mobile: added touch-sensitivity setting fix mobile: very small devices will show "player level" at top of screen fix: improved teleporter placement fix: statue-push quest, won't spawn on-top of trigger anymore fix: floor-flamers won't appear in cold/sewer/or forest fix: rare possible cause of no key in treasure-quest fix: dropped-bomb from Mimic gatekeeper now has more delay fix: losing graphical reflections for no reason fix bug with more than 2 controllers attached fix: made "near death" and getting hurt more visual
Color me confused, but is the "fixed directional stick" option still not working as of v1.03 or am I just not seeing how those 2 controller options differ in any way?
fixed-stick keeps the stick at the position of your first touch (so that remains the center point unless you lift your finger) the non-fixed stick follows your finger (in a sort of elastic effect) same as in Heroes of Loot 1
Bug report here! Once in the sewer the game crash and exit. Happened more than once. Iphone 5c. Latest IOS version. Good work awesome game! Took everything I like from the first and made a wonderful game! Congrats!
Phew, I've run into that no key bug now three times since yesterday... Good to see its already fixed... The more I play, the more I'm appreciating the game. It's great that different characters do different damage to enemies... And some of these levels are pretty large... I was in a forest stage this morning and it had like 20+ 'rooms' in it... Great stuff! =oD
I see the developer no longer replies to mfi controller requests because he has done so in many forums. Shane as I have not found a reply in any of these forums. If I know support is coming I will buy, looks great but for me needs that support! If you could reply to this one with a yes or no that would be great