OMG! OMG! Just saw the new trailer. Jaw dropped that I saw that you got MV characters in the game. You need to get the MV developer to help to spread words about your new update. Amazing! Congrats, Alex!
They're on board and will be tweeting the nuts off it come Thursday. Of course, that shouldn't stop you guys doing the same
Ok, how/when do I get the ability to cast 5-Glyph spells? Kinda hoping I didn't miss it or something bad. Thanks in advance!
Unfortunately, seemingly no retrospective fix for perks. Last few perks I selected are still missing, which was a waste of a few levels of grinding.
If memory serves, the 5 Glyph spells turn up from Demonlord Zubzebub when you go to fight Scythemaster Jeff. I may be mistaken with the when, but they definitely appear as part of the main story arc so you can't miss them. OTOH, the full set of glyph types, the largest glyph board and Summons are side quests, so you could miss them.
Yeah, sorry about that. We might add a 'Mulligan' function to the upgrade screen, although it'll probably cost gold or something, in a future update. In the meantime, it's worth noting that resetting the game will retain any items you've already Crafted, making a subsequent playthrough a little bit easier.
Over an hour into the game and all the spells are "match two or more of the same kind", fantastic pacing... deleted.
True enough. But I would hazard a guess that you're missing out on Chaining and Reversals. That said, it's fair that we maybe introduced Combos (mixing elements together to form new spells) a little late for the average attention span of the mobile gamer.
I used pretty much every chain and reversal at my disposal. I even took the perk that gives you more damage for adding in extra glyphs. It was still as dull as watching paint dry. The gameplay boiled down to matching as many of the same glyphs in a row as possible and then switch to the opposite element. The element types don't even deal different effects, it's just damage. Also, thanks for taking a jab at my attention span. If your game doesn't introduce interesting gameplay elements within the first few hours don't blame it on the user. What is the point of slogging through the first few hours with the exact same set of tools? The longer spells just have different animation and damage.
That's true - all of the status effects kick in when you get the combination spells after the Dragon Shrine and that's when the gameplay really opens up. Is that too far in to the game? As I've said before, probably for the market that it is available for - ie: mobile. Why did we put it there then? Mainly because it was the natural place to do so in the narrative. In future, our mobile games may well ditch narrative entirely as it was a lot of work for not much benefit - a case in point being actively hampering us with the introduction of this feature. That was by no means a jab at your attention span, merely a lament at the general state of affairs on mobile. I'm sorry if you felt it was a dig at you personally. You're by no means the first person to bring this up and I strongly doubt you'll be the last. I'm sorry that you don't find the game engaging enough for you. I'd argue that, seeing as how you've already paid for it, you might as well continue until you get to the Combo spells and see if that does anything else to change your mind. If not, then thanks for giving it a try anyway and I wish you well in your future gaming.
I started another run to see the more complex spells, and the game gets so much easier once you stop limiting the user to one element... I haven't needed to use an item for the last dozen or so battles, as compared to the first hour when I had to use a few potions every few battles. On my first run I spent a good deal of time exploring the other quests that open up before you get the combination spells, which made my experience much worse. If you're going to lock the main feature of the game behind a plot wall at least get it out of the way quickly and in a streamlined manner. I had no idea that I should rush the story missions to make the game significantly easier and enjoyable. As for the gameplay itself, I'm disappointed in the spell diversity. The large majority of the 60+ spells are XX+ and XYXY. I had expected to be able to do far more interesting things with the combinations. Anyway, I don't want to be more toxic about the game. It's interesting and while the initial pacing has issues, the actual game is fairly enjoyable. I hope the game sells well enough that a further iteration will feature a greatly expanded spell system. Also, a very happy birthday to Willow
Glad to hear it! And yeah, we should have opened it up sooner. Ultimately, we wanted to make something akin to Magicka but our limited resources didn't allow it. A future game may well feature a magic / alchemy system that is waaaaaay more complex and in depth, if we get the chance to make it. Criticism is more than welcome - it's how we make a better game next time out. Glad you appear to be enjoying it a bit more too. She says "urg gurg da da da da". It might mean thanks. We don't really know.
Just wanted to say that I love the story aspect - it keeps me hooked and the writing is excellent IMO. Can't tell if it is too much effort obviously... Initial pacing was fine with me, but I went along the main storyline anyway maybe by chance. And thanks for the update!
Funnily enough, it's really hard to write dialogue for characters that don't speak. It's up to the other characters around them to bring out the story... which is only made harder if one of them is the player's character... who also doesn't speak :S I think the character I enjoyed writing the most was Anghel from Hatoful Boyfriend. Mainly because he's so over the top, you could be really extravagant with the text.
You did a good job with the Totem, the writing spoke to the kind of experience most people have when playing MV. The Hatoful Boyfriend quest is nice too, although I'm not as familiar with that property as well as Skullkickers so I didn't catch too many of the references. I've unlocked the remaining glyphs and five length spells, but do I need to be able to use three glyphs in one spell to use the 5 combination summon spells?