Wow! I would have never guessed that. Sproggiwood feels like a full-time production of a big developer. That's dedication. Thanks for the time and work bringing it to life here on iOS.
Wow I thought youre like team of 10-15 people... The game practixally ooze quality.. Great job man #
That's truly amazing you guys found the time to create this game working on a part time basis. I feel like such a sloth.
Ah to hell with it, wanna support awesome people making awesome things. Buying this for the second time to have a portable version. That said, will be begging for cloud saves which include the pc/steam version! (also, I will be totally buying caves of qud, cannot wait!)
Bought this on launch and haven't even played yet.. I just know this is going to suck me in for weeks like FTL and Crowntakers did.. Amazing that such a small team developed such a quality game.. Slow clap for you guys ####
Great game guys. I purchased on a whim and at first was underwhelmed. However, after a few hours I'm totally in to it. Nice work! Worth the price.
Yeah, I just looked up Caves of Qud and it looks like it will be awesome and new but feel nostalgic. Hope it eventually makes it to mobile!
Is this normal? Playing as an Archer and when i picked my Cupids bow, this is what happened. Playing this dunegon I found a flame bow and when i picked it up, it looked nornal. Afterwards i found a cupids bow, picked it up and again, i have a pitchfork. Btw: loving the game. The price tag made me stare at it for 3 days but I haven't regretted buying the game, would buy it again just to support the devs
I've been holding out on this game because of a HUGE backlog, but after following this thread and seeing how hard the devs are working to make it excellent (and MFi support coming soon -- woo) -- I just picked this up. Hard-working devs like this deserve all the success.
Thanks! We're selling about double the number of units per day across iOS & Android as we were this far out from the desktop launch on Steam; our Steam launch was relatively modest, so it's not UNCOUNTABLE MILLIONS, but it's certainly not a failure. It won't be enough for us to move into games full time, but so far it looks like it will be a modest long-term success for us (assuming mobile performs in a similar sales trajectory to Steam, which is not necessarily true, we don't have any practical experience yet with long term mobile sales trajectories); however, it will at least be enough to grow our game war-chest a bit and let us build a bigger and better next game! We're really proud of the resulting game, and all the player and critical feedback. So ultimately it's been a real success for us already.
I cannot praise this game enough, after an initial couple of hours. The game released whilst I was on holiday and little access to wifi so I only picked this up a couple of days ago. The art work and story are really charming and perfectly fit the game, so kudos to Devs for putting this high quality game together in their spare time. Glad to see that quality games like this are getting some love on the appstore, where 2015 has seen some amazing titles so far, and this is an early GOTY contender IMHO. I look forward to reading more developments on this thread, but for now, back to the game.
So it's looking like keyboard works perfectly fine on Android, but iOS presents an extremely limited keyboard API, so Unity can use it for text entry fields, but it doesn't pass along fine-grained enough information for Unity to use it like a PC keyboard for game input (just detecting key-presses during gameplay). Lame! e: Specifically it looks like the reason is Apple's iOS keyboard API *only* has button down, not button up. So some things like iCade controllers are using hacks like using one key (for example A) for a button down, and another (like S) for a button up. e: So I might be able to get it to work with direct interop with iOS for keydown commands, but it's going to be a much bigger rework than I planned.
Are there any benefits to playing on savage difficulty other than more of a challenge? More gold or better items for instance.
The archer seems to be the most powerful class. The abilities are almost too good, but maybe that's the idea. He's definitely a good beginner class. Maybe there could be some incentive for using the tougher classes like special areas or items. It would be neat to include some class based objectives as well. Another thought would be leaderboard. Could be like spelunky with time trials or gold collection.
The Archer is definitely the easiest class, followed by the Farmer and then the Rogue. The Vampire is borderline impossible on Savage. He has next to no AoE and map control, which is so important later on.