Beside buying potions from priests, adamant can also be used to recruit companions if you want to save gold coins.
There are currently some weapons raising slow ATK...(mainly hammers) However there are few weapon-carrying characters who is truly slow. The weapons are designed for some new characters to be added later (they will be mainly Golems) Lol but I have to fix the game to a stable one first before adding them. Stay tuned!
Ah thanks! The tips didn't make any sense to me but now I get it! Fast attacks only modified 1/2 and slow for 3/4!
I got to level 35! Hey for some suggestion, how about adding a revive character button? Sometimes some OP boss one hit killed and it's so sad. Maybe use a large amount of gold or adamants. But at least give us a chance to revive once haha. Dunno...just my opinion.
Few observations / suggestions Bugs: Aoe attacks can put enemy to minus hp but they still fight until next damage. (Ice Mage tsunami) After all enemies die, battle can continue causing one or more characters to use skills against nothing. Multiple units showing resistance that isn't listed. Will o wisp, specter (all seem resistant against physical and magic). Seems new since 1.07. Units can upgrade and longer be able to equip weapons (crossbowman, witch doctor). Could be intended but frustrating at times as you can't stop the upgrade. Feedback: More ! Events other than trap Would love to see a weapon vendor event in and between stages Fire and dark need a side effect to even up with ice, lightning, poison. Burn/attack down/defense down/blind Ability to sell weapons or break them down Different item types (armor, relics, stones) allowing more units to equip Add a revive option (mentioned earlier) Clarify slow vs fast attacks. This confused me for a long time. (Mentioned earlier) Increase speed (Menu toggle or something you can earn)
A couple of thoughts. As noted by a previous poster, Dark magic is kind of a waste of time right now. To balance it out, it should debuff the target in some way or possibly have a chance to drain life and return damage as health to the caster. Fire weapons should do something as well, like causing burn damage similar to poison. The way that points are gained toward unlocking characters can be frustrating as your average run length becomes longer. Since it's totally linear, you can actually progress through the unlocks faster by picking bad teams and mashing the draw button and dying early (many short games) than by playing well and going farther (few long games) because the battles in later stages take longer and the reward is no greater. Perhaps the multiplier for stages completed should increase based on the final stage.
Hello guys, Thanks for your inputs! Those really help a lot! I have to schedule again for the next update. So now, What's going to be implemented in 1.0.9? Fix the AoE bug which let characters stand still for one more blow even its HP is below zero. Prohibit frozen or paralysed characters from dodging and blocking. Have a display of what magic resist the character has in the stat page. Add a sound/music switch button. How long? 7-9 days. And some plans for later updates which I may put in 1.1.0: Put a weapon vender. Give some buff to holy and dark type attack. Fix the paralyzed+frozen at the same time bug I do really read every single piece of your suggestions. For those features I do not add above yet, I will do those in later versions. I haven't added those doesn't mean I am not going to do, haha, but that may need a longer time and I think I should mainly focus on fixing glitches first before adding features. But I promise you guys I will make the updates very often. Thank you all of you awesome players!
In fact there is a hidden character "Vampire" who is able to drain life. But again, I didn't update its description. I will make that in the next version. But the whole mechanic was written. Meanwhile I may think what else could suit dark and holy type better. And I think I would increase the multiplier for later stage too, you made a valid point here. I may need some data... What is you guys' total playing time and what total accumulated score you guys got? Just estimation... No need to be exact. So that I can work on the mathematics of the multiplier which is to replace the linear multiplier. Thanks in advance!
Now ghost type monsters (Will-O-Wisp, Spook, Phantom, Angry Spectre, Cursed Girl) have physical, dark, fire and poison resistances and holy weakness. I think fire does not make much sense except for Will-o-Wisp. I may remove fire resistance for the ghosts. But anyway, I will state that clearly in the stat pages so you won't have to find out on your own. And some off-topic discussion: Right now Will-O-Wisp is using dark type attack instead of fire. This is because my girlfriend said that it is evil fire, not fire....lol But I think fire type suits better. So I may change that too later... Right now no matter fire or dark type it just have different effectiveness but no other buffs anyway. But it is at least better than the early versions where magic attacks are more or less the same like normal attacks.
This is one of my favorite RPGs ever . For $2.99 your getting a heck of a deal. Developer constantly updating even though it's just him by himself. Hope to see every one grab this one
You are half the way to unlock all characters (while now some characters can only be evolved but not unlocked directly, mainly 5-star) BTW, I plan to have more 4-star and 5-star ready-to-goes when I implement the town feature later. (Actually all art assets were drawn but not programmed) And I plan to add some secret characters too. Lol but your progress shows that I have to be quick to catch you up!
Would you guys say there is a good amount of strategie to this game or not so much ? Is it more just luck or just clicking away or is there deeper mechanics ? I can't tell from what I see =[ but been on the fence
It's a bit enigmatic in that it's quite simple in terms of gameplay mechanics but becomes surprisingly deep as you play. Strategy comes into play in the following ways: Team selection, figuring out what characters will complement each other and what slots you want them in, and of course this is subject to what characters you have unlocked and which of them are offered at team creation or randomly later between stages. Weapon choice, particularly for elements and procs. You won't go far without at least a couple of your characters able to freeze, stun or confuse. Weapons can also be switched out during battle so they also play into the next area. Battle, it may seem simple since all you can do is choose a target for the team to focus on, choose no target (each character attacks the enemy opposite them), or skip a turn to use a potion, but target selection actually creates a good bit of strategy. You have to weigh the threat different opponents present which involves looking at their possible attacks and skills, damage, turn counter, and how they match up against the teammate opposite them (who will be attacked unless they use AOE), and plan your battle accordingly. Do you take out the enemy with big single target damage whose turn is coming up, the one who could potentially AOE freeze your team, etc. Can you wait a turn to kill that low health enemy with big damage who doesn't attack for 2 turns or will drawing only one sword next turn leave him standing (not to mention the threat of a skull draw which is always trouble). As I said you can also switch out your weapons, maybe reduce your damage to pick up chance to paralyze or an element that is extra effective against a foe you are attacking. Then there are potions. Do you burn a turn and heal your team bringing your opponents' attacks a step closer or go for the kill and risk falling short and being attacked with low health. So while the basic mechanic of card drawing is totally random, there's still a lot you control.
The first impression was its a total luck game... But later you will find out that tactics indeed matter a lot! It's subtle but you will find out... I don't know how to explain... But the post mentioned by Royce said it all... You still have many degrees of control if you are a novice player.
Less strategy more tactical. Tbh it's not that deep but for the price there is a lot of replayability and dev has shown the passion for moarrrr things to come. So grab it and play at your leisure.