I think we have all been there where we have a good run going and it crashes, but funnily mine works perfectly now. To those in need of help with the kill x amount of wildlings in 0.5 seconds, go to meadows and clear level 1 100%, walk around in a big circle on 1-2 tiles and blobs should start spawning. Furries will chase you constantly, as will the red blobs, but to get them all rounded up together, walk I little into another tile so all the green blobs try to get in range by going inbetween the tiles. Now you just have to stand in the very middle of it and use burrow on all of them.
I was just about to purchase, but I see some crashing on the mini? I bought type:rider and something. Don't know if I wanna risk downloading another game to have it crash and not able to play.
Man, you know what would be awesome? A sorta MOBA multiplayer mode. Probably would be hard to balance though and require too many resources. *sigh* But a guy can dream, can't he?
Permanent stat boost don't effect the + on level up so I think equipping 4 stars essence is enough before leveling your monsters
Legit strat. To make things super easy, catch 5 Coin Eaters in meadows 3+. They're round immobile bolt type enemies that spit balls at you. You'll unlock the Magnet passive! Attracts all coins, items and essences within a radius based on your Special stat. All you have to do then is stand in the middle of the room and let the coins roll in
No, Heroes and Castles is the only Foursaken game I haven't played actually. I've been meaning to pick it up though.
Oh dear well if definitely hit that up then. It's more like Smite than a traditional MOBA although. And a little simplified. Still flippin incredible because it's not supposed to be a MOBA, and achieves what it wants to be absolutely perfectly
Only seen the secret ship once, and that was at like 7.39 -_- He probably won't sell what I want though
Tell me why I'm waiting on a timer, at a rate of 1 HP per second, for my monster to get to full health so I can play with full health. (My Level 4 monster has 170 HP.) Tell me why timers exist when no one is going to pay to temporarily remove the game not letting you play it. (Playing a game is the point of a game, if game doesn't let me play it is a paradox. If game doesn't want me to play then why does it exist? Why would I pay like a monthly fee taken up to eleven? Why would I pay a monthly fee at all in an offline/single player mode?) Tell me why people apparently have actually been paying for this nonsense and made it somehow profitable instead of timers vanishing like the broken product it is. Tell me why I'm doing this in a game that cost money. The stupidity of timers, multiplied by this game not being a freemium, equals you can hear my excitement over this game deflating if you listen closely enough. Well, there's that, but... It's still a timer. And fruit/seeds, that's paying something to speed it up (not real money, though I'm guessing IAP includes in-game money). I've noticed so many good games have some sort of really dumb annoying thing in them. Excitement. Deflating. Arrrgh... ... In some sort of weird irony, it's actually kind of like an RPG where you must buy healing (items, inn, whatever)... with a healing timer to make you heal even if you don't have enough gold... but then the timer turns it into "wait on a dumb timer or pay"... On a positive note, I like the game so far. Other than the timer of irony.
Listen up, when I first played, I was like "timers?! Why has Foursaken media forsaken me?!" But you know what? IT ISNT THAT BAD at first you have to wait a while because you die a lot, but once you learn when to stop punching blobs and get to the portal you might appreciate the game a bit more. Don't ever doubt Foursaken, they are quite possibly the best damn developers on the App Store, and if your going to complain about 'wait timers' your obviously not playing right. You only have to wait if you get overconfident and greedy, and get yourself killed. Also, the fruits aren't even a wait timer, and their seeds are cheap and last forever. So-called 'real-time-strategy' games like clash of clans, dragonvale, and battlenations are games where every second is part of a wait timer, and not many people complain about them, do they? Haven't you noticed how with EVERY game with wait timers there is a 'quick and easy' solution, which empties your your pockets? Funny how Monster Adventures doesn't have a 'quick and easy' solution- oh wait, it's because there is no need for them. You should think before you winge about Foursaken media- their games are 5-star for a reason.
I like Bug Heroes and Bug Heroes Quest. I knew the developer was good. And so the timer made me go "what." See the end of my previous message. I realize it's not as bad as freemium timers, but... It's still a timer. It's kind of annoying. Okay, I'm off to continue playing now, it's been way past long enough. Wait, I have another comment and question. But in most games dying doesn't require any waiting beyond going past the game over screen. They last forever? That's nice. When do they grow fruit? A fruit grows each time I return from a dungeon? More than one fruit? More than one dungeon trip before growing fruit?
They want you to suffer if you die... Which will get fewer and fewer the more skills you unlock. That one single well is just right for those times and you get more than enough fruits to pick because you only go as far as you can stay alive or lose pretty much everything you just farmed in a run. I usually go back to town with at least 3/5 health after 5 full floors and that's enough time to talk to the scholar, check shops and look at the new skills I just got before going for another run.
A timer preventing playing is not a logical penalty. It's just waiting. Which is an annoyance that doesn't affect anything except your patience. Literally nothing but patience. A timer is not losing items, or restarting from a checkpoint, it's just... waiting. So freemium timers are just plain pointless and I can't believe they even exist. This game has other actual penalties for dying, anyway.
That's the point. This game actually teaches you real-life skills. If you die or you live, either way you will learn something. One is that there is a time and place fore everything, and one is patience.
The fruit grows according to a timer, and before you say 'I told you so', you should know that fruit growing is optional, it's not a real 'wait timer' as I don't actually wait for it. If there is a fruit when I come back from a dungeon, I could either pick it, or let it grow some more. It is a casual thing. It's not like whenever there is fruit it's like 'OMG FRUIT, I HAVE BEEN WAITING SO LONG FOR THIS'. As for the health timer, if you have 200 health it will realistically only take about 3 minutes, which I'm sure you will survive, however, you might want to think about getting defence, instead of health, as defence will mean you take less damage (=short wait time), whereas getting lots of health will mean you take just as much damage, but when you die, you will have to wait longer for your health to come back.
Hey devs, i found another bug...probably! When enemies use 'claw grab' on you, they want to turn to face you, however, the way they hold you puts you slightly to the left of their body, so they start spinning wildly.
Nah, multiplayer co-op is seriously broken.. Initiating a game via gamecenter is just plain inconsistent, with invites only sometimes going through, and even when they do they only fully connect one out of maybe three or four times. On a similar note, would it be possible when playing co-op that both players end up in the same town and can reinitiate an adventure together without having to reconnect via a Game Center invite each time they want to leave town? Other than that frustration, the game is great!
It does not make sense. Games are supposed to be played. Stopping you from playing is directly against what it's supposed to do. How can you defend a game not letting you play it? You can't defend a game stopping you from playing for several minutes for no reason. You can't defend a game stopping you from playing for however many minutes. It does not make sense. What? Now for something else... I have caught enough green blobs to unlock its skills. I don't see anything to indicate I don't have to catch any more, except the check mark on the list in town. But then I must note which monsters I already caught enough of. It would be very useful if there was an indicator in dungeons to show I don't need to catch any more of a monster. The percent chance of catching could be a different color or something. (Do I get anything at all for catching extras?)