This is fantastic. 'Hack is probably my all time fav iOS game and I still fire it up from time to time, so this was obviously an Insta-buy. Only game I've bought in many many months. Also really appreciate it was made in portrait mode. Playing a few mins and top score of 42 with the first character. Two things I'm not getting: - The ability on some weapons don't seem to work. For instance when I kill an enemy with the "stun closest enemy" weapon it seems to have no effect or delay the closest enemy? EDIT: ok I'm guessing the special ability of a weapon is unlocked when it the level reaches the numeral next to the ability. - Is there a way to see how close a weapon is to levelling up to ths next shade? Is there a fixed number of times I have to use that weapon and just have to remember how much I've used it? EDIT: reading the manual I can see its 4 kills. Still wondering if there's a way to see how close it is to levelling?
Each tile shows its xp status through the four containers arcing the weapon icon, they will fill up and darken as you kill enemies.
This is a really fun game so far, when you do enter in a trance state it is great fun! I've only been playing with the first character so far, editing the deck. Also, the friends leaderboard is not fully working for me, it seems. I'd expect to see LordGek's and onlyphoenix showing there (I see you have a 111 score with the first character on the overall leaderboard!), but when I click "friends" it is erratic.
Well, the highest score I get so far is 26. I still can't tell which ones are blue enemies, and which ones are red enemies.
When you switch tabs between overall and friends, the scroll position remains the same. So if you scrolled down even one page on overall it's likely you won't see anything on your friends tab. Before viewing the friends tab scroll back to the top of the overall tab.
What do you mean? Maybe I can help. The "circle" in each tile with weapons spells out which kind of damage it will do. So, if it has 1 heart, it'll damage an enemy for 1 heart worth of life. All of the 4 basic enemies, when they attack, reduce your health by 1 heart when they attack you, except the blue "snake-like" one which will reduce your blue health (or mana, as some are calling it). You should optimize to attack an enemy with a weapon that will reduce its lowest-value health pool - so, for the two enemies that usually come from the left side, you want to attack them with blue weapons if memory serves me right, and for the ones from the right, you want to attack them with red weapons -- at least until you upgrade your weapons, or depending on the tiles you have.
152 with the first hero is the best I can do so far. He seems to be the only guy I can make much headway with, so I should probably start branching out a bit now I've unlocked most of the other characters. Only distinguishing feature about my deck are the self-teleporters on the four corners, just in case I get cornered and want a way out.
Don't let the rustic ethstetics dissuade. This is an extremely clever puzzler with a dash of roguelike to keep it interesting. The game mechanics are quite unique, and at first glance may be confusing, but it's not complicated. I would recommend this to anyone who enjoyed Hopolite.
Must-read review from Pocket Tactics which I agree with completely (except I didn't miss my stop on the subway/tube while playing Imbroglio because I wouldn't dare mingle with the peasants like that ((joke)) ). http://www.pockettactics.com/reviews/review-imbroglio/
I think he is *by far* the strongest of the four default configurations. Nearly hit 150 with him while unlocking his deck editor.
I too love that guy but am HATING the Templar. At the same time I can't stop playing as the Templar in hopes I'll eventually get him.
As it's all about chasing highscores, in the worst case scenario you might not score as high as your friends. That being said you'll always have your own scores to beat. I find the toughest bit designing a killer deck BUT one cool aspect of this game is that you can copy any other player's deck on the leaderboard (the only catch here though is if their deck contains cards from later unlocked cards, you can't copy their deck. Actually, this brings up a request for that handy deck copying feature. Why not allow the player to copy decks with cards they don't have access to, but, when a space requires a card the player doesn't have access to, leave whatever card was there before copying the new deck over in place.