To each their own but mana management is a real fun aspect of the game. Taking out this aspect feels just about as silly to me as giving the character unlimited health. Perhaps there could be a power-up that briefly gives you unlimited mana for 10 seconds.
While probably a bug, maybe some of the skeleton formed a "human" pyramid with the top guy reaching out of the app and unpausing it.
I prefer mana management too. However, there are times in which I just want to play around with different set-ups without having to worry about mana, if you know what I mean.
This looks awesome. I really hope there will be more then one map in the future. Would get kinda boring if it didn't (at least to me)
I'm kind of curious too, even if a real basic: (hypothetical as I don't know anything about these other guys) Poison Wizard: Primary: Poison Dart Secondary: Poison Gas
I think the other wizards each use a magic fusion. Ball lightning (homing lightning balls, magic missile+lightning fusion), Flame Lash (firey homing thing, lightning + fireball fusion) and uh... I forget what the fire+magic missile combo is, but it's basically multiple, slightly homing fireballs.
Nice thinking! But if there are 4 skills available, there should be 6 different combination of dual melted skills. There are only 3 unlockable characters, so is it just the regular melting from the regular Solomon's Keep?
I can't say it to you, I play always without looking at my score...I manage only to finish my games, I'm satisfied only when I see the end of the game...for this reason, I have never purchased an endless game (in psycologic terms maybe I fear the eternity, or death, or whatever...)
A part agree like you ! I love SK, a very interesting and deeply game with endless interest to replay it. When SG was released, I jumped into "instant buy" and even if the game is more polished and better done than the first one, this endless mode is just ... with no as challenging as SK. It's a very good game with upgrades and hidden wizards but it has not the same fun as the first one.... Hope upgrades from the dev will change the plot a little !
I'm just as sick but on the other side...I need to be evaluated, preferably harshly, so then I can replay and improve.
The original Solomon's Keep had only three primary magics, fire, lightning and magic missile. Solomon Keep version 2.0 added the ability to fuse those magics into the combinations I listed. They only just added frost in this new game, it still isn't in the original and may never be, so I'm guessing they just decided not to make new fusions based on it just for this game. Perhaps in a later patch, or in the Solomon's Keep sequel that's currently in the works.
Actually, yes. It gives you a ton of statistical information, and then tells you your overall awesomeness level. There's no high score table, but the game does track your statistics across games, and things like your highest attained awesomeness score.
Ohh, that's cool. My only remaining concern would then be how does it handle death in Solomon's Keep? I assume, like most RPGs it just means being warped back to town but not losing any points or experience? Does one's awesomeness score factor in how many times they died and or warped back to town before clearing the 20 levels (can your character just warp back to town mid game or are you locked in)?