Hope this answers your question: From Jetdogs: Hi, yes, if you're smart enough you can finish all levels without dying When you get 3 starts - this means you found optimal solution But sometimes there's some treasuries on the map and if you want to get them you should go away from optimal route And later you can trade this treasuries for gems or get achievements
Don't hesitate on this one. I'm so glad it has replaykit , it's hard to find good games with it. I love this game. I die over and over but it's all part of the game. I make adjustments and progress. Actually my favorite part of the game.
JoshCM, Thank you for relating the message, especially given the potential language barrier between the developer and us. I am still unclear about the statement from the developer that the optimal solution has been found when the level is solved with 3 stars. For example, in Level 7, the level can be solved with 16 moves remaining (3 stars). However, 3 stars are still given even if the level is solved with only 12 moves remaining. Therefore, there is a margin of error that the game accepts for 3 stars. This margin of error is very common in many of the later levels, so I suspect that this behavior is not an oversight but a deliberate one by design. Can the developer comment on this?
Is it a bug that, when replaying a level I've already completed (to get three stars), the game randomly starts changing the orientation of the puzzle? So like it's technically the same, but like everything is rotated 90/180 degrees? Or is this an intended feature?
It is not similar to Dungelot at all. It is a puzzler. You simply look at the maze and try and figure out the the shortest route to the exit. Not a rogue like in any sense. I am not saying this in a bad way just know what it is.
Im guessing it's intended, and i actually like it. It kinda contradicts the "memorization" part of finding a solution, but it does keep you thinking.
Nope. More like Hitman GO, but without the sneaking part. Instead, you need to find ways to manage/optimize your HP/HP loss and the items found in each stage til you get to the exit. You always kill an enemy by occupying their space but you lose one health. You have 3 Health, so you have to optimize losing health, picking up potions (heals one health), opening paths (by killing enemies and opening doors using keys), managing keys (and which optimal doors to open). These are the game's basics, and there are things like the merchant and various enemy characteristics that keep each stage fresh and challenging.
Can someone explain why you would trade your collected artifacts for gold coins (or fire) instead of red gems, since red gems appear to be only treasure that truly meters your progress in the game?
I'm also curious/confused about the in game "currency". Other than reviving with the rubies I don't see a point to any of it. It's a fun game and I'm apparently pretty good at it#. I'm on level 17 and so far I've only died a hand full of time and had the door close on me twice. I also passed level 14 on my third try.
I think it's because originally it was going to be a f2p game but then we made it into premium for iOS - so we are finding a few remnants here and there.
JoshCM, this explains a lot. In fact, I was originally quite puzzled by the buttons for the ruby gemstones which do nothing at all in the game. Perhaps they were serving a currency-based function that was deprecated once the game was switched over to premium. Regardless, I have now finished the game. 3-starred all 120 levels without any extra use of artifacts. Some of the levels were quite clever. Additionally, many levels could be solved in multiple ways with differing efficiencies. There were the odd levels in which I was able to solve in substantially fewer number of moves than the target set by the game. I suspect that these were merely unintended solutions I encountered. My only gripe was the unnecessary grinding in the end needed to complete the trader-related quests (I suspect that this was another F2P remnant). In all, I was glad that this game went premium rather than F2P. Perhaps the developer would consider updating the game in the future to remove these F2P remnants. It would help greatly to prevent new players from getting confused about the game's metering and progression system.