The Ladies of Leet have a little bit of a SGQ review in amongst a bunch of other stuff. http://ladiesofleet.com/ladies-of-leet-ep-120-dirty-little-alliance-secret/
v1.04 - The Christmas Special is currently in submission. The plan is to release next week, although I can only imagine that review wait times are a little high this time of year. What's in it you say? Well there's: New location - The Frozen North. New quests - one involving reindeer and a couple of others. New characters - Meet Ice Queen Yngvill and Julenir. New gear - A new wand and set of robes (in a choice of colours). New item - A Snowball. Hurl it at your enemies to Freeze them. New adventure system - Adventures have been split up by level so now you can find those elusive monsters or crafting items a lot easier. New Freeze and Petrify effects - Freeze is slightly less brutal than it was, but Petrify is harder. New bugs - see if you can find them all! In other news, there's only a few hours to go in the voting for IndieDB's Game of the Year awards and we're just outside the top 100. If you haven't done so already, we could use all the help we can get http://www.indiedb.com/games/super-glyph-quest
To celebrate the release of the Christmas update - out Thursday 18th - and, well, Christmas itself I suppose, we're running a T-shirt competition. Simply hit up our Facebook page and share this image https://www.facebook.com/glyphquest/photos/a.416162748517083.1073741829.409022712564420/574944992638857/?type=1&theater whilst putting in the comments just what Glyph Quest related madness you'd like to see on your shirt. That's right - Leanne has clearly lost her mind and offered to make you your own, custom, one-of-a-kind Glyph Quest T-shirt. The competition closes on Christmas Eve and the winner will be chosen... at some point after that. There may be something else in our calendar around that time...
Update is out! Tons of cool new stuff, making an already incredible game even incredibler. Thanks so much for continuing to support Super Glyph Quest despite whatever frustrations you might've had with the game's financial fortunes. Just know that it's a truly special game, designed and sold with integrity. PS I'm not really on Facebook--I'm a Friendster man, myself--but will definitely check out the link and try to think of a supercool t-shirt design. It will probably involve the martial pigeons.
Of course, you guys already know the story, but Unity have done a nice little write-up about Leanne and I over on their blog. http://blogs.unity3d.com/2014/12/17/indie-while-expecting-the-story-of-glyph-quest/
Congrats on the Christmas update! Alas, I think the enemy poison attack is still woefully unbalanced against the player. Without a staff with poison protection, the fight is unfairly disadvantaged and the player is clutched to using heal potion given the poison damage is too high and persists too long. A single poison attack can take out half of the entire health bar over the duration of the poison. Are you kidding? Further, when replaying the Dragon Shrine quest, I am still getting hit with 100% hit rate by the Draguardians. What? This should have been addressed back in previous updates already.
For those of you who were having Mage License issues with the first game, these have now been resolved and a version is currently awaiting review. With any luck, it should be up on the App Store in time for Christmas.
Yes. I waited for this update to retry the game again because I thought you were rebalancing some of the enemy attacks, such as poison, which I think was too powerful in the previous update and the gameplay was biased against the player. As it is, the game is once again relying on consumables as a clutch to make progress. The second mission in the "reindeer" quest is a good example. The repeated poison attacks by spiders (more than one) are unfair and make the mission unwinnable without using consumables because status effect of such attacks was too unbalanced against the player. Also, what about Draguardians? The impale attacks are the same as before with 100% hit rate, making the mission again unwinnable without using consumables as a clutch.
'Consumables' are an integral part of gameplay. They can be found in loot sacks or bought for (virtual) gold, which is ample if the player spends/saves effectively. There's obviously a huge difference between these 'consumables' and ones that can/must be purchased for real money. I've played and passed the levels you mentioned without a huge amount of trouble. You might need to level up some or adapt your play style accordingly. I also think you're overreacting in general and not using the most polite or effective means to voice your concerns.
Guise, I found your ad hominem attack on me for giving my honest feedback to Alex about the last update of the game both unjust and unwarranted. I am a big fan of Alex's and Leanne's work and have been extremely supportive of their endeavor in my past posts (you can read them yourselves). I was very careful in making sure that I was giving sound criticisms of the game itself and not criticizing the developers themselves. You and I obviously have different definitions of what is considered adequate balance in a game such as this and what roles consumables (even if they are not IAP) should play in such a game. As with other genres such as TD (Tower Defense) and RTS (Real-Time Strategy), the definition of game balance is entirely fluid and can vary widely, so your view on what is considered "integral" is no more or no less valid than others. The availability of consumables is to accommodate different player skills and different player styles and preferences. Do not conflate this with game balance. This is the point I was trying to express. The TA forum is home to many members whose native language is not English. I am one of these "minorities". Mistakenly judging one's intent as being rude or nefarious by one's fluency in a single language fails to recognize the cultural diversity of this great community. I ask you to reconsider your position on this. As an example, you yourself have previously voiced strong negative opinions about a game (see above quote), a view that is very much disagreed by several others in the same thread. While I may not agree with your view, I am wholly supportive of others (including you) on expressing their honest opinions of the game, even when the opinions may not be entirely positive. I think you would agree that you will feel troubled and insulted if someone else calls you out for "not using the most polite or effective means to voice your concerns" (as you said). This thread is about Super Glyph Quest. As such, I don’t want to take away the focus of the thread any more than necessary to address this unjust personal attack. While there may be bruised egos here, my utmost concern will always be for Alex and Leanne to do well on this game so that they can continue to make great games in the future. Perhaps, at a minimum, you and I can agree on this latter point.
The various status effects have undergone a bit of a re-balancing - particularly Freeze and Petrify, but Poison has remained largely unchanged. We do want the player to use consumables (even if we're not charging real-world money for them) and that has been an intentional part of the game since Glyph Quest. Can you play Diablo without stocking up on potions? Are they not an integral part of RPGs? I really don't think it's possible to play through the game without using a few consumables along the way. Of course, what constitutes 'a few' is entirely subjective... The Draguardians have been dialled down (and are definitely not 100% impale rate), so I can only assume that you've been a bit unlucky whenever you've met them. We've also tried to vary the combat as much as possible throughout the game. This means that some Quests will certainly involve 'chokepoints' that certain playing styles will have problems with. A case in point would be anything that involves Vespids, but more often than not it is centred around the type of status effect attack they produce and the consumable (or gear loadout) required to counter it. The Draguardian battle in particular is a pivotal moment in the narrative and was always intended to be tough. I really hope you two don't go at each other as you've both been two of our most supportive players on here
Hi, Alex, Thanks for your explanation and, as always, your ongoing commitment to continue to enhance this wonderful game. Having differences in opinions and holding a productive discussion about a gameplay element should always be welcomed and encouraged. On the other hand, ad hominem attack on any individual in this community by another (as Guise has done) because a thought is not expressed in a way that individual wanted is unwarranted and has no place in this great community. #NoBullying
Okay, so I've jumped back into the game after not having played in a long time. I finally grinded the items I needed in order to craft the robes and staff I wanted! Very happy bout that ^.^ Not happy about thie current main quest I am on tho. Trying to recover some magic book and I'm faced with zombies and they just keep doing "weight of numbers" and keep popping back up! I run outta potions before it ends. Am I doing something wrong or do I just need to level up a lot? I'm currently level 12 almost 13 I believe.
Alex, This may be a difficult question to answer, but do you have a list of these potential "chokepoint" levels in which it may not be possible to win without using consumables (such as heal potions or antidotes) during the NORMAL course of the campaign progression? For example, here are two levels in which I am fairly certain they are "chokepoints": Dragon Shrine - Protecting Gabrianna Island - Claws and Ciarascuro This findings are entirely observational, based on a trial of about 20 play attempts on each level to see if I can pass them without consumables. As you likely know already, due to the semi-random tile allocations, there are plays in which you know you clearly have the upper hand. I consider a level to be chokepoint when I find myself clearly in a superior position but then still do not have enough health bar to withstand subsequent waves of the enemy attack because of too many waves or too powerful enemies. As the quests do not have explicit difficulty ratings (a feature I miss a lot since such it existed in the original Glyph Quest), I often find myself at a loss on which quests I should try first if multiple ones are open. PS: Is there a bug in the character info in 1.04? Under resistance, it is listing everything, even after I switch to a staff that does not have such protection, nor my character has inherent resistance power.
The trick with any creature that summons copies of itself is to let them fill up the battlefield. Then work each one down to low health before killing all three with an area or effect attack - any 5 glyph spell and some combo spells. Snare, Confuse, Blind or Stun can help with this.
I'll have a look when I'm back at my computer. With regards to the resistance text, I think there is a bug that takes the Resistance perk into account when it shouldn't. I'll look in to that for January's update.
Thanks, Alex. Just an update... I was able to pass Island - Claws and Ciarascuro without using any consumables. However, I was only able to do so when the quest was done out of order so that I could first level up the character and get a staff to do the battle. By comparison, for Dragon Shrine - Protecting Gabrianna, there is no way to "get" around the chokepoint, since there were no other quests available left to do until this quest was passed. As you said, this quest was central to the game's storyline. I will add to this condition by saying this quest is also truly a critical junction to the entire game's gameplay strategy as well. Still, I am very impressed that you were able to conceive enough "side" quests beyond Dragon Shrine so that they could be completed to level up your character "just enough" to get through the other chokepoints. In my playthroughs, there were many close calls in which my character was down to only a twinkle of health and was just barely able to beat the level. Whether this is intentional or not, those battles were epic. Sorry, what is this resistance perk? Are you talking about the staff?
Ok, I tried lowering all of their health down to near death but I don't think I havr access to an AoE attack yet. Don't think I can do 5-glyph attacks. Hmmmmm.