I gotta say, I was a BIT ticked off when I upgraded Cody's Fork Bomb skill to level 7... 17 energy for the same or most of the time LESS damage? That is kind of annoying.
If it makes you feel any better, fully maxed it only costs 13 energy and hits around 5k... No critical, no effective... Just straight up. =oP
Well, that does make me feel a lot better, but I'm stuck at one part of the game, and that enemy CONSTANTLY steals all my energy.. -_- Lol
Hmm.... I have to check on the bug reports. But thank you for letting us know! Really appreciate it!!! We've changed it due to people's complaints (it'll show on the next update). When I originally programmed that algorithm, I guess I was smoking bath salts! Lot's of little fixes in the next update plus.... some new infocards!
I bought the game to play while on a trip and for the most part it has been fun... up until the last boss. The boss feels very arbitrary and based entirely on luck for the final band of abilities. Somewhere around the 50,000 HP mark the boss will begin doing the following: Banhammer, attack or heal, Banhammer, two rounds of attacks or heals or port scans, than back to Banhammer to start over. Unless I get lucky with a Kill9, Shock, or Resists against the Banhammers I do not see how this would work. Keep in mind I have literally seen the boss stun lock me to death from 9000 HP two or three times and have missed Level 15 Kill9s (87% chance to hit in the logs) that would have blocked the Banhammer. So while I believe he can be beaten by me getting lucky, this does not feel very compelling and really knocks down the whole experience a few notches. Is he intended to work this way?
Oh boy... I had a feeling I was going to like this one... Oh yeah! If I can ever get the TA forum to stop freaking out on my computer I'll post formal impressions, but if you're on the fence, GET. THIS. NOW. DBC
Heya frenzy. I think when I did some balancing , bath salts. Don't worry. The update that's coming out really soon will have a fix for it. Replaced ban hammer with a normal disconnect. Boss is still hard but not based on luck anymore
We got similar feed back from a few others. In the next update (already submitted to apple) we're tuning the boss. Will be much more strategic. Also as as quick note: there's an end-game coliseum. A few players missed up on facebook and we shared some images.
I was given a code for this one, and would almost certainly never have tried it otherwise. Finally had a few minutes to spend with it and must say the game is nothing, nothing at all like what it appears to be at face value. Which is a good thing in this instance, where I'm concerned. Definitely look forward to spending more time with it. Also the devs should consider releasing a lite version if they haven't already.
Uplink was somewhat like this. There was only money, which you spent on upgrading your rig and software, which acted as your abilities and skills, respectively. You then had your own *player* knowledge, like learning how to handle different missions and finding new ways to exploit systems (e.g. stealing from banks) that depended on what you'd learned as well as having the requisite in-game skills. And Uplink was a fantastic game. On the other hand, there was nothing like HP or healing. 'Death' came if you got caught and didn't have a security system to burn any links leading back to you. Could a system work like you envision? Possibly, but I don't think you're going to get the interesting decisions you'd hope for. Rather, I think the main effect of such a thing would be retardation of progress. If you have to decide between upgrades and healing, for example, then you'll typically do both by grinding and gaining enough money for both. Things change if you disallow grinding, but then you run the risk of leaving the player in an uncontinueable (not a word) state if they've made the wrong choices along the way. A more interesting system, I think, would be to offer more options than you can possibly take. Either a Diablo 2 model, where you have more skills than you'll get skill points, or a Deus Ex model, where you actually have to choose between one of two (or more) mutually exclusive upgrades (e.g. do I choose the augmentation that makes my legs faster, or more silent?), or even an Armageddon Empires model, where every turn you don't have enough AP to do everything you'd like to. Options like this allow for customization (fun), offer interesting decisions (even better), and enhance replayability (gaming gold, as far as I'm concerned). This is true, but from a game standpoint, it's probably better to have multiple paths that you need to improve (e.g. equipment from money, skills from experience). This is because multiple independent upgrades gives the player overlapping goals, which (as Sid Meier pointed out) gives the player that 'just one more turn' feeling--always a good thing in a game.
Well, I literally just stayed up all night playing this. Bought it at 2am. Lucky for me I don't have a normal day job.
I disagree with this philosophy completely: a game that constantly keeps you from being able to do things no matter how well you play is just annoying. I don't pay for games designed to frustrate my best efforts. You may think exclusion is the smartest, most creative, and fun pathway but it is not: an even harder goal but IMO more worthy is the careful combination of both through control of storyline and upgrades offered, and how they're required to be used. Final Fantasy VII could have been tighter on this score, but one thing its swappable materia system did was not punish you for story/character choices while making you feel nigh omnipotent by the end. That's fun. (Yeah, Aeris, but that was so epic story-wise it's justified; character trees there for Limit Breaks were fine to withhold 'till you invested enough in that character to get to see it, as there were no major strategic walls the Limit Breaks uniquely overcame, per se, and again, the whole point of investing in the character was their story arc, not an exercise in validating tactical game designbut I'm a creative type who holds content to be king and story its prince).
I think concerning the topic, there is no right or wrong answer. I realized that this system of only one type of currency would actually end up being a business simulator. Take for example, Lemonade Stand. You gain money and that's about it. Then it's up to you to either spend it on upgrading or purchasing more lemons. I suppose it would sort of be a business simulator at that point. Hmmm.... business simulator.... lemons ..... grenades ...... Sounds like a hit! But first, working on the lite version! Thanks for welcoming us TA! I think I'm going to like it here.... Going to post more redeem codes in our giveaway thread!!! http://forums.toucharcade.com/showthread.php?t=180454
I'm excited for the update that will allow me to purchase this on my iPod Touch. Pretty sure my cry of sorrow was heard for miles when the App Store delicately told me my lack of compass made my device insufficient.