Not having strafe does bother me in another respect. When there is a monster diagonal to you and you approach it you are attacked twice by the time you can turn and face it. If there was a strafe the monster would only get one hit. I know there is a wait button, but sometimes the monster won't approach you so you don't have a choice but to approach it yourself.
Two things I've noticed. 1. The quick game does not seem to be random. Played as the king 4 times and got the same exact dungeon layout and enemies every time. 2. The option to swap the turn buttons with the inventory and menu buttons next to the forward button would help with quick navigation greatly. Fantastic game though!
Hmmmm. I guess starting with this game instead of the quest etc. etc. has made me have a hard time playing those games. Lol Js
It's not completely random in the fact that the textures on the walls change but the dungeon is random. Look at your map, then make a new game and look at your map. The monsters will spawn in different places at different numbers. If you are getting the EXACT same layout of the dungeon everytime you start a QuickGame I suggest you buy yourself a lottery ticket because your luck would be an extreme case! In the future I am planning on having more monster types in the QuickGame. One of the enjoyable parts of the Quest game is to find new monsters to fight you. I didn't want to load the QuickGame with every type of monster possible to not take away from this. But there will be more monster types and even a possible Character to choose from in the future. Monsters will sometimes wait you out, like you are waiting them out. This is where a distance spell (missile, fireball, iceFreeze) or Shield Charge comes works well in your favor.
I really love the sound effects when fighting and killing the enemy. The sound, of the bone rattling skeleton , still brings a smile to my face. Hey Eric, Check the e-mails I recently sent you. Thanks
Standing guard allows one turn to pass without you moving. If an enemy is one move away, you can use this button to make him step forward. This way, you will be able to attack him on your next turn. However, I use shield bash now, if they are one move in front of me to close the distance and injure them at the same time. Thanks
Oh, thanks. I should have deduced that. So far I am enjoying the game a lot. Had to turn off Vsync to keep it at 60fps, but so far so good...
I guess I'm one of the few (forum posters) who isn't bothered by the lack of strafe buttons. I would like them, but it hasn't ruined the experience for me. I've only scrated the surface, but I'm really digging it right now! I esecially like little graphical touches like the light from the fire dancing on the brick hearth, or animated tourches. And the 'flavor text': "You see a bloody symbol on the wall." Thanks for all your hard work, LavaLevel!
Same here Besides that, another iPhone game I actually play from time to time - while the iPad version is just a little too big (btw. did I miss the cloud saving?)
No, I missed cloud saving. My apologies for not putting this in. Honestly have never researched it. Again this game was created by just myself as a labor of love. I did all the art/code/design/sound/mrkt. There is no possible way I could have gotten everything everyone ever wanted in an RPG by myself. And I am sure we could sit here until the undeadCows come home with features you want. (Undead cows, see what I did there? lol) However, I think there might be a lot in there to delight and entertain those who love the older dungeons of games like Ultima 1-3, wizardry, questron, Alternate Reality etc. Those are the games I drew inspiration from. And I hope you guys find enjoyment out of my work. critical patch in update v.1.1 is now IN REVIEW and should be available by the end of the day. (THANK ODIN you guys haven't complained about what it fixes, but thats waaaaay off in the Kingdom Norrab.) Oh and more detailed How to Play coming with world map with names if you are following the story.
Is there a story to this game or just random quests? So far I have stumbled upon a few generic ones. But I have just begun...
QuestLord made the nomination for Touch Arcade user's "Game of the Week." Don't forget to vote for your favorite game this week, link here. There is a cohesive story but some of it is implied and picked up as you go along. No one really spoonfeeds you the story so you'll absorb it from talking to characters and exploring around (which I find more immersive). Many of the quests are not directly related to the core plot, which really picks up later in the game, but if you follow the plot you will find more implied quests. There was a point where I didn't have any more quests vacant but knew where to proceed through plot development. Initially the lack of strafe buttons bothered me but players quickly get use to the set up as it is. There's no reason QuestLord needs strafe buttons but some people might be use to them from other similar games.
There aren't really a lot legendary items. There is a variety of equipment found around the world and in shops including shoes, armor mail, helmet/hats, weapons, shields, rings, and weapons some more powerful than others. Each location seems to have unique items. Weapons/armor are permanent but most items are one use. There is a rare amulet or so around the world and inventory management is part of the game but not in a looting sense. QuestLord is more plot/exploration driven than item/loot based.