That would reward grinding behavior, which is a kind of gameplay I personally find repelling, unpleasant and quite boring. It's one of the positive aspect that differentiates Mage Gauntlet from the common krpg to me -- a lack of repetitive and un-gratifying tasks. [EDIT] Great idea. I agree wholeheartedly!
I have to agree with the complaints about secret areas. It's my biggest beef with the game so far. On one hand grinding is removed, on the other hand you have to keep rubbing your face on the wall to find secret areas that really don't reward you all that well. Honestly, it's not that different. Doing chores to get stuff. It would be better if the number of secret areas were smaller, with more meaningfull rewards. Frankly, I gave up on finding every secret area and I'm enjoying the game more that way. I like how the combat is really ramping up though. Had some pretty cool fights.
Agree on the icon, even a pic of some character, the pixel art is great!! Excellent game, it takes me down nostalgia lane and im loving it!
Yeah that was probably a mistake. I think some secrets work fine (the ones with subtle or not subtle indicators that they exist, the ones with special art or items, or hell the ones with things to read), but I don't like how others turned out (the monster closets and ones with just an urn in there).
I'm actually happy someone has brought this up. MG is initially and intentionally painfully cliche, but perceptive players should be coming across some possible hints of what's really going on. All I can say is keep an eye out for secret passages and read the hidden books. Mage Gauntlet is indeed within the same world and timeframe as the previous Hook games. If you find everything and beat Master Mode, you'll know for sure that they're intertwined. There IS a history with Super Quickhook's setting; one that was unfortunately cut short from the game itself last year due to constraints. Mage Gauntlet is hopefully going to pick up the pieces and tell the whole story throughout the next few games. Keep searching for clues.
Really digging the game. It was well worth the wait. One thing I would like, though, is to be able to access Game Center and read the whole achievement description through the game. On the GC icon, all of the achievements are cut off and you rarely get to read a whole sentence. I would just like to be able to read the entire achievement description for the chuckle at the end, hah. EDIT: I'm also kind of sad to see Whale Trail as the game of the week. Ew.
I like the icon... It's quirky, but cool at the same time. I vote no change. EDIT: Whaaaaaaaaaaat??? Whale Trail is... game of the week? WHY? At least Mage Gauntlet is selling better. (What's up with the "No Ratings"? There are plenty of reviews already, let alone ratings...)
We submitted a quick update yesterday that gets rid of openfeint and adds an in-game browser for achievements. It's a really nice browser, too, we think people will like it.
Should setting "News & Updates" to 'Never' remove the bar on the bottom-left of the start menu? I see no difference between any of the options...
Really enjoing the game so far. I think you should be able to change your equipment during the game. For the map on iPad, why not put the map up side by side with the spells? There should be room.
A few suggestions: -Change icon (I think it's alright, but as someone stated earlier, it almost turned someone away from the game) -Ability to view which challenges you have yet to complete for a level (missing stars) -For iPad users, include the option to place the pause/magic menu to the left of the sword button -Dialogue options: Always - First Playthrough - Never. When trying to get stars for a level, it can be annoying to sit through dialogue every time. Minor nitpickings in my favorite RPG to ever hit the iOS platform. One more quick question, what's the level cap?
I actually died more times than I'd like to admit beating this level. The trick is really to fight as few enemies at a time as possible. For the assassins, I find it most effective to dash towards them, and when they go to back stab you, you have a safe gap, and they are vunerable right after they attack (and can't backstab again for a little while) For the melee orcs, it's just a matter of attacking then backing/dashing away, waiting for them to attack (and miss) and attacking again. Similar strategy with the spellcasting orcs. The biggest problem of course is the large groups. When you come up to them just keep back-pedalling until only a few are following you, this is especially important if they have assassins and mages in the mix, as fighting all 3 types (magic, assassin, melee) will get you killed fast. Don't get greedy with trying to kill them fast, I died many many times killing an orc at the exact same time they killed me. If you pick your fights wisely like this, you should be able to save your hearts much better.
These are good tips. Really, the level's just too damn long for how early it is. I blame the fact that this is actually the very first level designed for the game that still mostly survived intact to its final form. What I'm going to do is add more health urns and magic urns to compensate for the extreme length. It'll be like a celebratory power trip through their tent civilization. This would make the level really easy, though I think it could be fun. The alternative is shortening the level, which I really don't want to do. I'm SERIOUSLY CONSIDERING, but don't quote me on it yet, to offer some sort of pointless reward to people that died in the orc forest three level before it's nerfed.
Agreed with all four of the above suggestions. For the last one above, perhaps a "Skip" button could be placed strategically on-screen which takes you past that particular cut-scene?