Overbuff thing doesn't seem to work which begs the question why are you allowed to do it. Unless it keeps the Buff when you replay a stage. But doesn't it do that anyway? By the way why do you guys like arcane so much? I've been using slash and he seems incredibly good at point. Because you attack so quickly you rarely get knocked out. --- You know it would be really nice? If the items stayed on the field about twice as long. This would be super friendly of them and allow for more strategy. As it is you pretty much have to pick up the item right away which doesn't allow for any strategy. How about it? Another way to add strategy would be special powers. Say you double tap the screen to activate the special power of the current lead character. Maybe you can only use it once per stage or something.
Just hit number 1 in the number 1 guild TA1. Spent $20 as this is the 3rd nimblebit game I have played but first to send them some cash.
Since I'm maxed on everything else to spend gems on, I play with each character until I have enough gems to complete the upgrade. Since gems are at a much higher rate than kills it tends to happen around the 8000coin mark. Grits posted that over buffing doesn't seem to work. But I'm still going to run some tests anyway when I get enough time to time it (maybe in an hour or so, if not then tomorrow). If it does nothing, as suggested, then it's a game bug sort of like how the screen flashes right before a level begins.
I made it to sewers two with only one star guys. I was using arcane. Anyway, any suggestions on who to upgrade to two stars first? Oh and if anyone's interested in why I give it three starsÂ… -1 for the IAP which seems excessive and minus one because I think it could've been fleshed out more and also there are some oddities like when you finish the stage it's kind of jarring. Like the transition could be cleaner. That, and things like the arena need to be explained better andÂ… The characters could be differentiated a little better with unique abilities.
I can confirm that buffs that you can purchase before entering the game does not stack. However, if you purchase a buff in the game and obtain the attack speed up in the game (2 swords buff), they stack. Highest DPS is Slash followed by Arcane. Slash hits weak, but he's great as a leader because he can bring enemies' HP down to about half and let your other team mates finish them off.
Wait, how do the buffs you purchase with tokens pre-game not stack? All 4 symbols show up in the corner if my screen in-game. Or did I read that wrong?
What I meant was the buffs all stack with one another, but the option to continue purchasing the buff is still available and the 2nd time you buy the same buff, it won't stack.
I think we're talking "stack" as in, "Buy a speed, then another, and get double speed..." Good news that the "before-level" buffs stack onto the "pick-up" buffs. I would have naturally expected as much, but you never know... Edit: Doh! Ninja'd! DBC
We are talking about purchasing multiple of the same buff. The game lets you do that. ... I tested and can't really see much of a change between one buff and six of the same buff. So that confirms others observations. It's a game bug. Edit: double ninja'd
I'm curious as to how having them be on the board longer would allow for more strategy? I don't quite understand that. What I really want is an indicator on the edge of the screen when something drops off screen. I can't tell you how many times a character at the end of my line has killed someone but I didn't know it, only for me to turn back around and see a hero or potion or whatever blinking out of existence Dx
Thanks for all the replies! I never tried buying a buff twice, so I didn't even know that was a thing the game allowed for. That's a bit odd.
What I'd really like is to have a sound played when buffs/hero's pop up on screen. With some of the longer range characters, it is easy to have stuff off screen and not know it.
Having offscreen indicators for enemies and power ups would be great. As for the other question, leaving them on screen longer would allow for strategy because you could decide not to pick them up and instead week for more enemies to come out and then pick it up. You could let a bomb sit there until all the enemies were nearby and then activated, or you could hold off on a chest until you see a magnet etc. This would be a strategic choice because it's more dangerous to do that but also has a bigger reward.
The strategy is what to go for first. Magnet to collect the gems that are there anyway. Freeze or Bubble. Bomb or Attack. There is no right answer. It's STRATEGIC. Your way it would be mindless.
I disagree that it would add more strategy. In more hectic levels, I frequently have to decide if I want to go pick up a token or grab a bomb instead. Or whether a health potion or an ice block are more beneficial. Leaving them up longer means I would never need to make that choice, and would always be able to get everything. Edit: Another thing I'd like would be if there's a half second or so delay when the screen pops up between levels before you can hit the 'continue' button to move on to the next level, or something that would cause a delay like that. Frequently I swipe to change directions to grab more gems and end up hitting the continue button, when I wanted to share a replay or buy a buff or something.
+ 1 for off-screen indicators. Btw who do you guys use as leader? I've mostly experimented around with Gizmo and Uther so far.
This thread sure is moving fast. Thank you both for the speedy and courteous replies. I'm a first smartphone owner so this information is helpful to know, specifically for a game like Nimble Quest where there is a focus on fun gameplay, but also clearly a focus on very long-term progression. Indeed, New England Gamer, I'm just talking about an eventual upgrade to a new device rather than going back and forth between/among multiple. I did not know going through a "backup old/restore to new" process would not just restore the applications but also the save states. I may send a quick private message with a follow up question about the process if you have time to answer rather than use more space in the thread. Thanks again to both for the replies.
Interesting. Good points. I was seeing it from another perspective where you're forced to pick up everything immediately. At least for the bomb it seems like it would be better if you could decide when to use it but I get your viewpoint.
I regularly take advantage of the limited delay in the bomb to wait for more enemies. Especially when the board is mostly cleared. Same for picking up a magnet. I'll wait those extra 2 seconds if there's no reason to pick it up sooner. But in the later levels there's everg little strategy. Just run around and survive. Finding a bomb or ice in the later levels is a godsend. Had one massively great run. Managed to get to Castle 2 which means I unlocked 2 more characters and just have the one to go. I spent every coin I had on that last level trying to survive and I did pretty well. I had no intention of going that far. It's just once I did I felt compelled to go on. I was using a level 1 Arcane. Nicely I earned enough coin to easily finish off the upgrade to level 2. Going to try that out a second then go upgrade the 2 noobs. Side note, I played more Call of Snakes tonight as well. Polished off another of the 50 levels. Truly there's a lo more strategy to that game. The lack of any need to pick up gems or powerups and the more true snake rules are refreshing after long mindless bouts of Nimble Quest. I wish this game had enemies die when they hit your snake and you die when you hit your own snake as well. I think that it doesn't is just another hook to artificially make the game harder because enemies can kamikaze attack rather than try to survive like they do in CoS or almost any other snake game. Still, I guess the games need some differences.