The first point is related to level length, though. Long levels mean more enemies, which messed up the spells-to-enemies ratio. I'm kind of interested to see if you think Master Mode improves that, personally, if you get to it. Take notes if you want, because detailed criticism is really helpful to me. There's a free item with a special attack, but it doesn't come until master mode. We should have done more, but we actually have plans to add more special attack items so that's good. I think we could handle loot (or just coin) drops without making it too grindy. Just a little grindy, but I personally don't mind a little bit. Levels with variety and "surprise" are related, I think. Not sure what to call it the concept, but the levels having different gimmicks besides enemy variety is always a good idea. It's funny that you keep mentioning rogue-likes because this game was originally designed as an action-roguelike. This might explain the simplicity of the RPG systems, though a better explanation is that we just kind of ran out of time. Will have all the time in the world for the sequel, though. But first we're actually doing a spin-off that is an action-roguelike. @Nightmare13: Frost Shards actually does a lot of damage if all the shards hit one target. Lightning is handy for the Hurgoth fight, too. It's probably my favorite setup.
On controls and master mode Yes, like Minigore. Exactly like minigore, actually. I'm not crazy about the pro-stick or moving analog sticks. If I want to go left, both of these options involve "push thumb to screen, then slide left," which feels like two distinct movements to me. In a game where I want to move or face a direction very quickly, I would rather just touch the screen where I want, rather than touch-then-slide. I admit that this is pretty nit-picky, but I really like minigore's sticks as opposed to moving sticks. Right now, I use the d-pad which is PRETTY good, but I sometimes go outside of the dpad range. Also, dpad response seems spotty immediately after casting a spell or unpausing. So, I unlocked master mode - and I love it. I really was not crazy about this game until the end, but I wanted to try master mode. The levels are reasonably lengthed, and the battles are a lot more interesting, if not too difficult yet (just started slime cave). Also, the secrets in Master Mode are AWESOME. THIS is the kind of story and writing I was hoping for, and you guys have delivered. I have gone from passively playing the game to playing it every chance I get to find the next secret. Thanks, again, for making a gamer's game. With how master mode has turned out, I can't think of too much to change. I thought the story mode was too long - some stronger writing or secrets during story mode would have helped this out. There are a few things I could think of that might be neat - different spell charging methods or a parry move while charging your sword - but the game works really well right now with the mechanics you've given it. In future games, I think the story needs to get interesting a little sooner. Also, more structured areas might help - Whitebeard's tower has walls and carpeting like a tower, but its layout is the same as a slime cave. Adding some significance to different setpieces might go a long way. Also, different fighting styles to go with different weapons could be cool. This could be a way to introduce different mechanics without bogging down the player with ten abilities at once, since you could only access your weapon's abilities.
I will get there .... Btw I see that mages attacking with fire balls an fire circles can see me and damage me through a wall ... That feel nt right.
What makes Master Mode better? Are there different story elements and is the game more fun for some reason?
Gameplay-wise, it's paced more quickly. More enemies (in interesting configurations), more spells, more health, and shorter levels, distance-wise. You really need to pay attention and fight correctly to get through, but if you die, it's not a big deal since the levels are short. Also, I think that there might be some new enemies in Master mode, or at least more of some rare enemies, like little, exploding red pigs. I can't speak for the whole story, since I haven't gotten there yet, but I'll just say that it's REALLY worthwhile looking for secrets. Also, you finally start getting some cooler weapons - not necessarily stronger, but cool nonetheless.
+5% base crit Not sure if anyone has asked before. But I am wondering. If you do not spend your skill points that you get upon leveling up, does it add 5% base crit to your character? I am getting that impression because of the +5% base crit text next to my unallocated points. Insights?
This game is wonderful. Hah, it kind of bums me out to see all of these levels I forced myself to 3-star on the last map section getting nerfed, but I can understand why you would want the game to be more accessible. I really didn't think the Orc Forest was as bad as some of the other maps near the end of the game. I agree with everyone else about Pinnacle, it was awesome to see all of the enemies working together. Each section forced some sort of new strategy to be implemented to make it through if you wanted to conserve your magic. I beat the boss of the game.. In maybe four/five tries...? Maybe (no IAP items or anything). I put on the robe that gives the 55% crit bonus to fireball. I would kite the mobs near the boss and use the fireball spell, which would critical and kill all of them. Gonna trek through master mode now. Isn't the hat drop rate much higher on this mode?
From the above it sounds like I need to get to master mode. Will be a hard slog to get thethe but it sounds worth it.
I don't like the fixed-sticks at all, personally. That's why we didn't do one. Could maybe try to shove it in there? It sounds like I should have just structured the game more like (early) master mode. Master Mode eventually kind of gets the same problem as story mode, where the levels just get too long. It's funny, Story Mode used to have bigger enemy groups (almost as big as Master Mode) and way more spells, with Master Mode just having the new enemy variants. I changed it to make it easier for new people, but yeah, mistake in hindsight. I should have just shortened the story mode levels instead. I don't like how you can see enemies through the walls, either. Also thinking about making it so you can't see rooms through walls, but I don't know. The nightmare enemies in master mode can drop most of the hats for that chapter, and they have a much higher base chance. They should be dropping XP. If they're not, it's a bug.
So, using a moving stick or the pro-stick, what happens when, in some sequence, you need to move left, then down, then left, then down, and so on? I always end up drifting off the screen, and I get flustered as I do more of a dragging motion to make my character go where I want. With the fixed stick (or fixed pad), once you have a feel for where directions are, you can just press and go. Do other people like the moving analog stick or pro-stick? I'm really interested in what people think, since in my head, a fixed stick is infinitely preferable. I thought that the first IOS game to really nail gamepad-style controls was Soosiz, and while it might not be fair to compare 2-directional motion to all-directional motion, it cemented my habits of using fixed controls. As for Mage Gauntlet, while I would totally try a fixed stick, the dpad is fine. Could you adjust it, though, so that the active regions extend a bit further than the graphic? More than once I have drifted to the right a bit too far. BTW, did you ever try Zelda DS style controls? I can't imagine that they would work well here, but I'm curious about whether or not you made any attempt.
Also, now equipped the magekiller and while walking with the special attack loaded and I meet one of these Mage orcs .... My character often freezes. I find it weird.
I usually just adjust in small swipes? Some people initially have problems with the pro-stick, but to me it's the best control method I've encountered so far. We could probably adjust the D-pad a bit to extend the regions more. We tried Zelda DS style controls and they were terrible. I think it's a combination of the really short nature of the iPhone screen and the lack of a stylus. I think Fara does the Zelda DS style controls, but I didn't manage to pick that up yet. That is weird, will check it out.
On the topic of bugs... Has moonwalking been mentioned? After hitting something and immediately moving in the other direction, I can very consistently make Lexi moonwalk. This has the effect of keeping the camera leaning towards the direction Lexi is facing. I don't think this needs a fix, since it's hilarious and sometimes even useful. Also, once, I opened a dropped chest just as someone killed me. The notice for the item popped up, explained the item, and then I was fine. I was able to walk with zero health for a while, but the next hit killed me. This obviously rarely happens, but I thought I'ld mention it. Man, I do NOT wanna work today...
I'm with you on this one. I've never liked the idea of relative touch applied to analog sticks because it adds an extra action to every set of moves. So if I just want to inch the slightest bit to the right, I have to tap to center the stick and then move my thumb to the right, rather than just tap on the right end of a fixed analog stick. (I won't even cover how bad it can be for kiting.) Imagine if you were playing an SNES and you had to tap the center of the d-pad every single time before inputting other movements. I think we'd all find that unnecessarily annoying. Sure, it's not such a big deal if you're willing to leave your thumb touching the screen throughout the entire level, but I often lift my thumb if I don't need to be moving my character at that moment. Right now, I use the D-pad in MG, but I think the analog stick looks and feels much better. Maybe the D-pad could be replaced with a fixed version of the analog stick?
I had to google "kiting," haha. That's my biggest problem too, though. If you've walked left, stopped, and now want to face right, you need to touch-then-slide. I definitely prefer a tap. Kepa, have you played with the stick options in Age of Zombies? You can use either fixed or floating sticks, but you can also adjust the size of the stick and its position. I don't think you need to go that far, but Halfbrick did the stick even better than minigore there.
I did really like the stick in Age of Zombies. We may have time to do a control-customizer for the universal update. If not that, I definitely want to do it for the next game. The pro-swipe (TYPO IN-GAME: pro-stick) is by far my favorite control method from every one we've tried and every game I've seen so far, though. So I'll probably keep it as the default. But having more options is nice.
One suggestion: let the red doors reopen after you clear out the monsters. I've missed many "level clears" by taking the right path, and then getting locked in there, even after defeating all the monsters. Would be nice if I was able to backtrack to make sure I didn't miss any secret passages or whatnot. Btw, what's the best way to beat level 3 in the crypt? Having trouble with this one.