how many of the gems are red in this case? i'm not sure if there's a general percentage for blue gems, but what does an opened chest look like after the IAP?
Does anyone know exactly how experience gained is calculated? I'm pretty sure it isn't based on kills, but it also doesn't seem like a 1-to-1 equivalency of gems picked up to experience points gained. Are your total number of gems collected in a given run cut in half, and then that number is how much experience your lead gains? That's the best guess I can come up with. Thanks!
Agreed. There's gotta be some type of multiplier going on for how many party members/how many levels you beat, too. My first level up was the mage at 140-ish kills, then it took me over 200 to level up the lance guy. Gizmo the bomb buy is the best hero so far.
Casual game, I know, but I really wish you could reorder your party line between levels. I think that'd make a ton of difference, though I'm still in the early going with 8 heroes and only 3 leveled to one star. I don't like playing with the lance guy, for example, but he'd be killer as 2nd behind bomb guy. And though it does seem more grindy than past offerings, my counter for that is level up the coin chests and magnets as quickly as possible. That's always my go-to for these IAP freemium games. Getting a magnet then a treasure chest is glorious.
Yeah I agree it doesn't seem to be a direct 1to1 relationship of kills or gems. Maybe it's a combo of both?
I have a hunch that you get more exp the smaller your party or your party limit. I leveled up my first character much faster than my second, even though I was getting roughly the same kills and as far into the levels with both. Plus, by that time, I'd leveled up the coin chests and magnet, and was getting a ton more gems, so that doesn't seem to have much of an effect.
Maybe, but the cost to rush the upgrade with gems stays the same, regardless of who the character is. Maybe that's just a tactic to make upgrading via gems seem more appealing, but who knows.
I've had a lot of fun with it so far, and I'll definitely be keeping this game on my iPad, but I do have some gripes with it. The controls of this game falls into the uncanny valley of controls, where moving my finger in the direction wanted is not intuitive. The original snake was so popular because the snake reacts instantaneously at the push of a button, so after a while, we became immersed in it. The phone buttons became like our legs, where we could change direction in a split second. Whereas for this game, the controls are such that the player has to sliiiiide. This leads to double the time taken to change direction, since instead of just hitting point A, we have to go from A to B. The device becomes a tool rather than an extension of ourselves. Plus in most games with touch screen, when we sliiiiide something, we immediately see it following our fingers and moving along with it. The constraint of the speed of the snake , where we only change it's direction makes it very very hard to be immersed in the game to gain the top score, since we're used to things following along rather than this slow response. I applaud the direction you guys are taking with this game though. Instead of another Skinner box of tiny tower or planes, this actually has gameplay elements, where the player has to decide between avoiding enemies or getting closer to them. There's actual skill involved this time. One suggestion to counteract the control problem is to include the option of a small "joystick" in a corner like most rpg games have. Some even have the option of splitting up the left button to the left screen, and the right to the right. Leave this as an option so it's up to the player to decide. Don't complicate the intuitive controls of a simple game which was what made it popular in the first place.
You guys are over thinking this. The leader gets 2xp per kill. That's it. It feels that way at first, but once you are diving a bit deeper into the game, getting 500+ kills and a couple thousand gems in a run, it won't seem like so long anymore.
Despite the IAP premise I'm enjoying this very much . It feels a bit grindy , but as long as there is a sense of progression I'm going to keep playing . I'll probably throw a buck or 2 at the developers just for the entertainment I've gotten so far . Plus I'll probably need a boost later in in the game to continue Love the pixel art , and the controls are pretty spot on .
Also really enjoying the game the few times I've been able to play, haven't made it past the courtyard yet tho I can see myself playing this one for awhile to upgrade everyone and I'd love to see updates down the road with new characters, mob types, powers, levels, more customization over the characters (gear color, costumes).
There definitely is a sense of progression, at least for me. I did get stuck at one point and (thinking the game would continue to get harder from there) wasn't sure if I'd make it any further than Depths I. I spent a dollar at that point to unlock Hydra (the very last character; I wanted to throw a dollar at Nimblebit anyway because I had been enjoying the game) and that helped ease me past the hurdle. I'm not great at this sort of game and that really helped without making things trivial.
The game when I'm about to die, surrounded by lancers and fire mages: "Health potions? What're those? Here, have some green gems. Don't spend them all in one place!" The game when I'm at full health: "Oh, you meant *health potions*. Why didn't you just say so? Have these 20 spares I found lying around." I'm not knocking the game, since this happens in pretty much every videogame where health-restoring items exist that're randomly dropped, but man.
'Snake' is an all time fav timerwaster of mine. And with this take on it, two things happend: For the first time i play a NimbleBit game (longer then five minutes) and i supported this gem with two bucks, immediately. Having portrait and landscape mode is great, but these controls (at least on iphone) are really one of the best i've seen on iOS ! Congrats !