Hmmm. Not saying anything *specific* but you must have a bug in our offices! Those are great ideas! We love how people encourage us to consider such enhancements, some of which may make it into later versions! That's exactly how the original version evolved [insert slightly embarrassing video here: http://www.youtube.com/watch?v=8DI8ZGhLVas]. And we LOVE that we may have made you into a convert, too! Cheers! Jeff McCord
Like Liberace sexing up a disco ball, yes. Lord Sixty Sacks has passed out in a mushroom field. Perhaps later, when the fungi stop yelling at him in iambic pentameter. In Gaelic.
How about a slightly quicker heal time on the temples when you're a higher level? I'm not sure if its proportionate or not. For example, now I have 310 HP so if i get beaten down quite bad to say 10hp left then head to a temple, I have to stand there for quite a while until my health fills right up. Maybe that's the price you pay for being high level though? PS: i've got quite far down now, i know what you mean about the FEAR! i'm so scared of dying now and having to start all over! it's tense!
Oh, also noticed that occasionally I get a message saying 'no healing potions left' after i've used one, even though I have loads left. Anyone else seen that?
We have not seen that yet, RossC, but are very glad to hear of your report. If you have any documentation of when it may have happened or if it happens again, then please send us a screen shot (if possible) to "[email protected]" and we will look into it further! Your report is duly noted and we will investigate either way. Side Note: Take a screen shot? How? You probably know, but when you want to do one -- even while playing a game, simply push the top button and home button quickly at the same time and you will see (and hear) a quick camera flash on the iPhone or iPod Touch. Please be sure to experiment first on a non-critical character so you won't accidentally exit your game by pressing the buttons at the wrong time! BTW, if anyone wishes to send us screen shots of cool situations they get into, please do! to "[email protected]" -- We would LOVE to see them (and will assume any shots sent can be ones we may use in the future). Send us your shots of your Fargoal glory!! -- Jeff McCord
I won!!! Yes!!! It was stressful at the end with the enemies stealing the sword every chance they got.
Also beat the game!!!!!!!!!! Just one weak guy was trying to steal it. Now I feel sooooooooooooo good! Phew! WHAT A RIDE!
Wow, that was fast, congrats!!! Make sure you don't delete the game for a while, you could end up being the winner of the $500 prize in February... Details about the Sword of Fargoal "First to Save the Sword" competition can be found here!
There is definitely a rush felt at the end, as you are scrambling up the stairs. Pits are the faster way to go.
Hmmm, would one see the "pit rope" if they didn't already fall in the initial pit (i.e. does one need to fall in each pit for the rope to show up at the end point)?
Sorry if the answer has been mentioned already, though I have been reading the thread quite thoroughly. How many levels is it down to the sword? Or is that random?
well if some people already finished the game it's not that fun, i expected that new rogue game would take longer to finish and also many attempts.
The sword was in level 20...and you could see the special level because of different looking stairs in level 19 - a special entrance. And the sword level looks totally different than the others. Music is also another... and then the blood starts pumping
No fear, the devs are tweaking stuff all the time, if the consensus is it is too easy they have all sorts of sneaky means to toughen stuff up.
I believe you do need to fall down a pit to obtain a rope heading up. I made sure to fall down every pit I could see in order to have my ropes ready on the way up.
The sword is on Level 20 and is a unique area. Sort of red and dark blue with archways on the wall. Image is from the Fargoal website
And as with any game it depends on how you play. Granted, this doesn't have the same level of difficulty as Rogue Touch or similar Roguelikes or Hack variants -- but then that's what turns some people off of games like that. I've been taking my sweet time in the game, building myself up to make sure I've got the chutzpah to get the sword and get out, and I'm having a blast doing it. Like so many games like this, the journey is just as important as the goal, and I've clocked probably about 10 hours on this game so far, making sure to explore every nook I can find. I'm likely quite close to the sword now, but I don't regret the journey it has taken to get here. That's been most of the fun!
Wow! Congratulations! You are likely to be among very few who have made it so far. I personally only beat the original C64 version of the game two times in it's 27-year-old history!!! -- Jeff McCord
Thanks Mindfield, eev, et al, Regarding the relative difficulty of the game, I would tend to agree, that our original intent was to make the "journey" or quest as fun as possible, so that people form their own story track as they travel down through the dungeon -- and whether or not they ultimately go for getting out alive with the Sword. We guarranty 100% that players will be amazed at the new stuff with each new "Episode" update -- even the minor updates like the one coming up soon will have some real surprises. But above all else we want people to have fun! I think some people having solved it is fantastic! And congratulations to them for making it!! Sounds like many hours went into doing so. But even for those lucky few, I would venture to guess that with the next adjustments and fun additions to the game, they will equally enjoy taking another hero down through the game. And their resulting new *story* will be markedly different than their first one. Though, as with any game, this philosophy is not everyone's cup of tea. We know that, and appreciate that you experience playing it may be different from others -- which we completely understand too. Sincerely, Jeff McCord