Kepa please go back to page 42 (or was it 43?) and find my post about OF and game center. Please let me know if there will be fix/revision/any opinion. OF is idea for looking at achievement description as you can read all of it without the ... GC is my preferred profile.
Hey Kepa, I'm currently working my way through the boar level after completing gardens, orcs, slimes. My only suggestions are as follows: More magic urns scattered around. I find I'm getting in the habit of simply storing the magic rather than using it "just in case I dont come across more". The orc level is indeed quite long, and could use a couple more spell urns. It took me my second try to get 3 stars, the first try I died so only got 1 star. This brings me to my main one - you should put a "portal pad" at the end of each sublevel which you can activate once you get there, that way when you inevitably have to walk back to the beginning to get that monster you missed, you can easily go "menu > warp to end" and jump to the end. There's no value in having to walk the whole level again and it's just a waste of time. Maybe you can put an emblem on screen once the level has been cleared... change the color of the gem at the top right, some sort of permanent visual indication that the level has been cleared. A few times I wasn't sure if it was clear or not, worried I had missed the floating text. You could also have the end-of-level chevrons be red when not clear and blue when clear, or something. I like the HUD emblem though. Aside from that the game is brilliant. Naturally I'm busting everything I see out of habit, but I can't say that I fault you for taking advantage of that compulsion
Managed to complete the Orc level, there was one area which I didn't manage to look at but was afraid that there would be a horde of Orcs or something and didn't trust myself with only half a heart! I should really use more spells though as I had 4 sitting around when I finished it :S Feels good though. Don't really know if it's necessary to add more lives - wouldn't that just make it easier, and once you get the Arcane Heart trinket you could go back and finish the level to three stars - that extra heart essentially gives you an extra life anyway.
Oh yea, that's what I wanted to say.. Lives - for normal mode you might as well go unlimited. I don't see the purpose for only 3 lives when the 3 star bonus is already lost after losing one. "making it too easy" doesn't make sense, really, since if I don't want it to be that easy for me - or if I happen to die often enough to go into the 4th+ life lost - I can always opt out and restart on my own At the same time though, I've only needed 1, infrequently.. but I don't know how that track record stacks up to later levels yet.
Is it just me, or is the 2nd Boar level super difficult? I've died like 10 times. xD Any suggestions for taking it on, techniques, etc?
Thanks. It's always good to have something to work towards, even in games where the gameplay is a blast anyways.
Oh, and about the sequel thing? FUDGE YEAH. I haven't even gotten that far into the game, and I know I would absolutely LURVE a sequel.
Love the game, I'm stuck on tetramont 1, at the very beginning. Killed 1 robot can't get through the big double doors. It's probly right under my nose. Can I get a lil help?
Im having the same problem too i tried hitting everything and panning through the walls maybe its a glitched level?
I just got here and have the same problem. I feel quite dumb as I broke everything and killed the one robot yet their closed. Maybe your not supposed to kill the robot? Trying that now.
I finally figured it out and thx but what i did was since that theres nothing of value other than the magic pot in the middle bottom right with the one robot i just went straight to the doors were its "Locked" idk maybe when u destroy something it locks up but yea what id do is just go straight to the big hallway and the door should be open
Sorry about that door, guys. The door locking in Tetramont's first level is from a loose trigger left over from early designs of the map. We fixed it on our side and it will be in the next hotfix (after the current one is through approval). It only triggers when you walk around south from the starting position in the level. To avoid the door from locking, just walk directly north when the level starts. There are no secrets or hidden rooms in that specific area so don't worry about losing any opportunities to find anything there.
I have to say, I've been enjoying the game quite a bit so far. However, unlike most of the other people here, I say it like it is (or the way I think it is), without sugar coating it I like to think that devs prefer constructive criticism rather than watered-down complaints covered in praise. 1) Many levels are way too long and just become too repetitive. The most fun I have is fighting those mini-bosses and those monsters that you actually have to dash around to dodge their attacks. Those monsters that just rush you are way too easy to kill...even if there are 50 of them. Your character has such a wide swing that she can hit practically everything in almost 180 deg arc. 2) Those jars of Haste buff are way too short. It lasts like 5 seconds...just long enough for me to walk out of the secret area I managed to find it in. From what I've seen, they only increase your movement speed, and having that speed really helps to decrease the annoyance of some of the excessively large area size (since you can move twice as fast through it). If the haste were to last as long as the shield (before it automatically disappears), I think it would be much more useful. Heck, you could even make it so that you lose haste if you get damaged. 3) If getting a health jar when your health is full gives you a shield, then I think that getting a spell when your spells are full (4 spells) should provide you with something different than the same shield. Maybe some kind of buff for your sword attack? 4) I agree with many others that the boss fights are the most fun. Those boss fights are really the only time I feel the need to use spells. All other monsters (even most mini-bosses) seem so harmless that I can just use dash to dodge their attacks and hack away at them. Maybe give them a little less predictable attack patterns? Instead of always charging up their attack for 2 seconds, have them sometimes charge for only 1 second and do half as much damage, etc. Every monster only has a single attack pattern which makes it extremely easy to learn and counter them. For example, those Golem Knights, all I need to do is stand at a 45 deg angle from them and they can't touch me. They just keep swinging a useless projectile. 5) Are most hats just cosmetic? It would be interesting if they did something more than just change your character's appearance. For example, wearing the slime hat causes you to take less damage from slimes, or boosts some stat, etc. Although I expect you purposely decided to leave hats as cosmetic only. That's all I can think of right now. You guys did a really good job overall with the game, and I'm looking forward to the arena update and other future updates!
i just got 2 stars from a map by clearing + killing all the enemies. and i dead 2 times during the map. so basically you can get 2 stars from killing every enemies than not losing a life. of cause for 3 stars u need to do both.
Just a note.. there's a big door that comes down in tetramonts - 2 that doesn't seem to go back up and it's preventing me from backtracking to missed monsters. Is this intentional? I can attach a pic if necessary. It's the one going into the square room on the furthest east on the map Spoiler (directly north of the long hallway with the book)
buying, but only on the note that it is to be made universal sooner or later. not really interested in hunching over a tiny screen anymore. will try it out on the ipad, hopefully it doesn't get even more pixelated than it already looks. i must be one of the few gamers out there that doesn't have a sense of nostalgia for the 80's of gaming... unless perhaps its knights of legend