Besides the other Spells Silencer was one of the first Spells that i used a lot during the Gameplay Rounds since it stop magician from using their Spells and therefor i used it every Time when i did need it.
The biggest problem with the standard run-through is the sheer amount of wasted space, where you're just passing through long stretches of repetitive, empty landscape, occasionally breaking the monotony by smashing objects that serve no actual purpose in the game outside of a couple of achievements. The first time you are confronted by any serious number of enemies also isn't until the Boarlands, which really is a bit too far into the game. The levels are only really "too long" because they're so repetitive and lifeless; the earlier levels definitely need to be populated more in normal mode. Sticking loot in the breakables and on the enemies would also go some way to relieving the problem: a chance of coins that could be spent on new hats/pets would be pretty standard in that case. I don't believe the argument ventured by some that this would "encourage grinding" has any real merit, honestly.
Does the urn that makes you go fast and turn gold do anything in combat situation? I find that I am always getting it AFTER I fight off a whole hoard of monsters and by the time I find a new monster it has worn off. So I never really get to see what it is used for.
I always thought it existed to get you back on the main path faster. I always find it in areas that include other urns with spells or hearts that are off the main path.
The sole purpose of the Haste urns is to get you back to the main part of the map. Kepa answered this a few pages back.
To fix the monotony of the game, I've come up with a few solutions: 1. What if you put a lot more spell urns or gave many enemies random spell drops, but decreased their power on enemies. This way the game could still be difficult, but the spells could have a larger role and add variety to the gameplay. 2. Add attack combos. This would make swinging the sword more exciting, as every third hit or whatever would do more damage or have more knockback. You could even make it different for swords and axes. This would also add a risk vs reward element, as players would attempt a longer combo at the risk of not having the time to dodge an attack. 3. Money system. Im not sure about selling items, but definitely have a system to allow players to find coins in barrels and stuff. These can be used on hats and aesthetic items, but not on armors and trinkets, so that grinding isn't encouraged. What do you guys think?
While I totally agree with the comments regarding adding some more spell urns, I feel like there's a point where too many will defeat the backstory of the game. You are not playing a mage, you're playing an anti-magic girl who had a gauntlet fused to her which absorbs energy from items in the environment allowing her to cast spells sometimes. It seems fitting that sword combat be the more common method of combat, with magic fitting in where available. This is how I see the game, anyway, and why I don't get frustrated much with the general lack of spell urns. Perhaps the solution is to work on the sword combat to be more varied/interesting. Maybe a shield slot and button which will deflect most magic/attacks? The problem is I think we really love to see flashy magic effects because it looks and feels cool to do. These people are the ones who normally pick "mage" as their RPG class, and are expecting the character in this game to be a mage. I wonder if those who would normally pick "warrior" have similar complaints about the combat. I'd have been totally fine not having anything drop from breakables. The tongue-in-cheek jab at ARPGs is a clever one. WRT moving the Phoenix Feather to in-game, and making another item IAP - this one will be tricky. People paid 0.99 for the feather, and may not be happy if its replacement isn't of equal or greater value. The problem is, if the replacement is equal or greater, the problem remains (where people who didn't buy the IAP will complain that it gives IAP an unfair edge). I don't understand these arguments for offline games, nor why others are so focused on tailoring the experience to them and making sure everyone else plays the same way at their expense (ie. the unlimited lives vs. 3->5 lives earlier in the thread). I personally don't care if the feather is replaced, I bought it (and all the other IAP) blindly for the sole purpose of supporting the dev (same reason I have all the IAP in all the hook games too). But I do hope it will be something neat since I did give Rocketcat $0.99 and others did not. In fact, I would love to see Kepa et crew come up with some more hats/suits that could be slotted into the Black Market. I would easily pour more money into this game/developer given the opportunity.
I'd also really love a description of what the non-obvious spells do. Lucky? Circle of Time? No clue.
... Lucky increases your Luck. Circle of Time slows enemies inside its radius (enough that you can basically wail on them without threat of retaliation, unless they're too big to be stunned). I thought the names were fairly obvious indicators.
Could someone please point me in the right direction? I'm stuck at the end of Tetramont-3, in that little room with the statue you're supposed to use an illumination spell on it but can't. I've tried everything (including hitting the statue with a fireball) and checked every inch of the walls for a hidden passage, but nothing. I feel like there's something really obvious that I'm missing but I can't seem to find it. What am I doing wrong?
Spoiler "There must be another way around" Even Lexi said this... There is the big cracked door.. You have to hit that with the fireball... it was totally obvious for me..
Thanks. I figured that was part of it, but you're pretty much locked in that room once you use up the spell. I was trying the dash attack but to no avail, obviously.
With 1 I think people would start complaining about the spell system. I'll avoid 2 because I can't really think of a game where a combo system wasn't kind of lame. Every game with a combo system ending up with me either avoiding doing the combo because it's too weak, or always doing the combo and nothing else because it's too strong. We'd like to do visual combos, though, where the last attack has a different animation for variety. 3. We're having a money system in future games. The urn in the right side of the room should respawn if you use up your spells, just like the tutorial one.
Arkham Asylum. Best. combo. system. ever. And just so I can harass you from a third side, on top of twitter and email, this is @alexp1128. Wish I could change my screen name on this forum, now, since I only use it for your games' threads.
Right now, the Phoenix Feather makes all other trinkets pretty much useless (unless you need a specific spell for an achievement), as I'm sure you're aware. Suggestions for useful trinkets: Milliner's Hatstand: Increases hat drop rates, and provides a melee damage bonus of +1% for every hat in your collection (excluding IAP hats) when attacking hat-wearing enemies. Astrologer's Sign Chart: Gives an initial +1 bonus to all stats, which doubles for every 51 stars collected. This makes the majority of the bonus occur when you reach 306 stars, at which point you might as well get some sort of god mode anyway. Sacrificial (something): If you have half of your maximum health or more, heart jars drop spells instead, with a high chance to get a targeted attack spell.
And now I get to sit at school and comment on my brother's posts. Lol. What the heck is a Milliner? Was that an ipod autocorrect fail? +1% is probably too much anyway, since virtually every enemy wears something (hat, hood, visor, headband, horns), and it would require extra programming since I can't imagine they have anything built in to determine which enemy is 'hat-wearing'. I suggested +0.5% per hat to all damage on twitter. 306 stars = 2^6 = +64 to all stats? That's +25% to all criticals from Luck alone. The ironic thing about the sacrificial item, although I like it, is that if you're stocked with spells you'll get Shield charms, which are like health but better because they stun enemies when you get hit. EDIT: Did you mean Millionaire's Hat Stand? lol