In the first series of rooms, it's possible to stand in the doorway without advancing far enough for them to close behind you, and the enemies will start to come to you. Then you can use the narrow doorways as choke points and pick the enemies off in smaller groups. Be careful, though! Don't kill every single enemy before entering the room. If they're all dead before you enter, the room will seal behind you but the next door won't open up. I informed Kepa of this a while back, I believe it's being fixed in the coming update.
Maybe why some people are finding bosses/enemies/gameplay boring (along with loot and other things), is the fact that almost all enemies in the game can be beat with brute force and avoiding their attacks. It got interesting in Homunculus because some enemies required you to either wait for them to attack with a spell or you had to use a charge attack. All of the bosses were pretty much always open for damage. There was never a time when they were immune to damage unless you attacked at a certain moment or did a certain thing with the environment around the boss. Although drudgor could only be attacked with magic, some of the others only could to based on their position on the map. Also, a boss fight doesn't need to take place in one room or have one form. The moves of bosses could have been varied too (the white ray of energy was shot out by quite a few bosses), boss could slam fist down and shadows appear on the ground which you obviously move out of the way. Rooks were cool enemies because they couldn't be killed by physical attack (maybe magic too). Undead enemies we're also varied as you had ones who summoned minor units and those who blew up after death. Not to say that the enemies weren't varied (they certainly were in Master Mode), just having tonnes of enemies who only had a mediocre physical attack was really easy and predictable to avoid (green/red/blue slimes, orcs, drudges, zombies, black and white thingy's). However, I enjoyed the game more than any Action RPG in the app store without a doubt.
The touch analog stick isn't too bad. I understand why you say it is a little more complex, but I just kinda slide my finger on the screen to initiate the direction I want to go. I don't just hit the center and then slide - I keep it one smooth motion. Kepa, I really am not very sure how possible this would be seeing as you guys are moving on to the next game, but I thought I would mention it - the fire staff for the IAP and the Crystal Staff are pretty fun to use due to the effects they provide. It would be awesome if somehow you created a unique staff for each spell (only for ones that wouldn't make it over powered. Such as one for the light beam spell. And one other for the freeze shard spell. Obviously weaken them a little, but the effect is just cool while playing. Maybe just an idea for the next game. Just wanted to mention that it is a fun little bonus on the weapons. With your next game being freemium, if possible to answer (it's cool if you don't know as of now) what the freemium model will be?
I like you because you agree with me. I mentioned feeling that the boss fights seemed very similar and repetitive, for the reasons that you've already cited, and also suggested using periods of invulnerability that vary from boss to boss. I'm glad to see other like-minded people—makes me feel less crazy.
While I also use the pro stick, I also have the problem with my thumb eventually sliding all over the screen. Lol.. The pro stick control is very similar to M. Bug Panic's "autocenter" controls. Personally, I prefer fixed analog stick too..and the one that feels perfect to me is in PewPew. The stick is so accurate to me, so deaths feels like its my fault.
Also, I must add that the notes in the secret sections on Master Mode are brilliant. Not trying to be really negative and I know that this has already been discussed, but these secret areas actually seem worth searching for and make me want to find the other notes.
Stop making me jealous because I messed up and cannot kill the last boss due to my lack of magic skill. I'm going back and 3 starring everything. Currently at 143 stars.
I disagree about the invlunerability idea. For most of these bosses, I feel like adding periods of invulnerability would change the strategy from dodge-strike to dodge-dodge-dodge-strike. For large bosses like the ones in MG, I don't know how much deeper they can get without either involving memorizing attack patterns (which I believe goes against RocketCat's code of sorts), or adding all new fighting mechanics. For future games (or this, who knows), rival-style bosses would be cool. Having a human-sized boss who can parry your attacks and cast spells might add some depth that you are looking for. Having a mix of some enemy techniques, such as the guys who can dash behind you or deflect your sword attacks, could make for some interesting boss fights. There are countless examples of these rival-ish boss fights in games, but for some reason I'm kind of fixed on Bomberman 64 right now. In that game, there were bosses who dropped bombs just like you, but also had other abilities. Man, what a game...
I had 0 magic going into the final boss too. I used the thunder cloak (whichever one gives you the crit bonus), the hungry blade, the extra-heart accessory, and rocketcat. It took me all of my lives, but I did it! I would use all magic except thunder to kill the little guys, then use thunder or just hack at the boss when I could. By using magic just for the minions, I managed to free up a lot of time to hit the boss. Hungry blade helps to keep you alive a bit longer, as well as whatever accessory you choose to boost life.
Any tips for Silver Master Pinnacle? I can't even get through it, let alone attempt to three star it. Maybe I'll just get a bunch of sleep and try again tomorrow... (running on 2 hours of sleep currently in the past 48 hrs ) Is multiplayer a possibility? Probably not for this game, of course, but in a future game in the series could you look at a co-op arena or something? That would be really epic. Also, I use pro swipe. It just feels so natural, there's really no thinking required at all. EDIT: Sorry that all my posts jump from topic to topic and from talking to one person to the next without any transition. Probably going to continue doing it though
Oh, weird. Will take a look at that. What the hell is PewPew We're still adding a content update or two, the next sword that goes in (with Drudge Arena) will be a lightning version of the crystal staff/fire sword. I think the problem with the other swords is that they're way too subtle. The Freemium model will be kind of like a mix between League of Legends and a "pay if you feel like it" coin shop. IN DETAIL: 1. You'll be able to buy and upgrade weapons and equipment with coins. Sometimes you can find weapons straight from chests, but generally chests drop coins. Coins also drop from monsters and etc, they're everywhere. 2. There's always a FEATURED CLASS you can play for free, like League of Legends. The class will rotate every few days. 3. You can permanently unlock your favorite classes with gems. Gems are very rare, but they drop from chests at a decent enough rate where you can eventually perma-unlock the classes you like the most. 4. Both gems and coins can be used to buy one-game bonuses that disappear whether you win or lose. There's one bonus type that only uses coins and one that only uses gems. 5. You can buy gems as IAP. You can buy coins too, but coins are so easy to get that it's rather pointless to do so. It'll take place in random levels. We're taking all the feedback of what did and didn't work in Mage Gauntlet and using it to make a random level generator. It'll be a roguelike inspired dungeon crawler, which Mage Gauntlet was originally going to be in the first place.
That is just... brilliant. Hustle that out, Kepa. Sounds like my game progression is going to be Mage Gauntlet -> Modern Warfare 3 -> New Rocketcat Game.
Probably the last suggestion for today (and another thing that would probably be too hard to implement in this game): Levelling up the weaker pets! Pets could be leveled up after getting a certain amount of stars, up to a point where they can compete with the high end pets. They'd level up somewhat quickly, but they'd only be able to level up a few times (up to where they could compare to a better pet). That way it's not overwhelming trying to level them all up. The pets could have "MAX" by them if they're the strongest they can get. Just thought it'd be cool to be able to use your favorite pet without its being obsolete gameplay-wise, though it'd almost definitely be something for another game down the road, and not this one.
I made the master mode secrets, they're more in line with my original plans for secrets. Not very many of them, but each one with either a story book, a hint connected to another secret, or unique art. I didn't do the story mode secrets and they got out of hand pretty fast. Pets: Yeah I wonder how we should do pets in the future. They're really hard to do well. A separate system for leveling up pets would be time consuming but pretty funny.
Thanks for the reply. Cool to hear you guys are gonna implement a new sword. I'll be looking forward to it. For some reason the rogue-like aspect of the game makes me think Spoiler that it will be Lexi/other characters fighting in the dark realm, but I haven't seen the secret ending after Master Mode yet. Sounds like I will be buying a few gems. Maybe to unlock a few classes and leave others as something to work towards. I will be looking forward to this release, as well. Haha, I remember in the upcoming thread for this game that you said you weren't doing any press until about two weeks of the game completion since this release got pushed back quite a bit. Or something along the lines of that, so I won't pry for a release date. Off to translate some Latin, heh. *Waits for phone to charge* EDIT: Huzzah, 400th post! Or something like that.
I saw you guys talking about the secrets in mm, and I was like "What the heck are they talking about? I haven't found anything yet..." I COMPLETELY forgot about the Spoiler notes I found in the Forest. I took a picture of it and I just forgot about it. Really happy I have something else to do before I tackle the last 2 levels and the boss, and from why you guys have said, it'll be awesome. *leaves to play MG*