I found the sword and made it out of the dungeon! I guess I got lucky in that the sword was only stolen once, by a monk, and he didn't teleport away. He only moved a couple of spaces away, and I was able to defeat him and get the sword back. After I grabbed the sword (from its resting spot in level 20 and not from the monk), I was so paranoid that I immediately casted invisibility, and then teleported all over the map until I ended up near the stairs going up. From there is was pretty smooth sailing (except for that minor monk incident). Again, great game!
Just finished the game! Great fun... Any easter eggs anyone has found to go for after finishing the game?
It holds the water before you flush, obviously this particular one has been well kept. Truthfully, no idea. same with glowing crystals, guess they're just background elements.
If my character is bubbling, does that mean he's diseased or something? He appears to be healing really slowly. Any way to cure that? Thanks.
I was wondering if there was any chance of some sort of scoring mechanism possible to make replays a bit more interesting. Not that it's really needed, but it might be fun. Even something simple like (Damage Dealt - Damage Taken) / Time Taken To Retrieve Sword, or something, to encourage efficiency.
I suggested that same thing on the SoF forums here. I also suggested implementing some of those stats into leaderboards, much like Rogue Touch has done. They seem to like an idea like that, and I think they already have a ton of ideas. I have a feeling that their grand scope for this game will far exceed all our expectations.
I don't know if I'd like the idea of encouraging efficiency. One of the great things about SoF is the exploration; the design of the game encourages exploration, both for finding loot and for gaining more experience per floor. That shouldn't be punished with a lower score. Perhaps if there was a separate "speed run" mode that might be feasible, but the core gameplay shouldn't be meddled with in that regard.
Great Question! We get asked about these a lot. Primarily, they provide light (like the "braziers" on the main levels). However, keep in mind that this game is designed to "evolve" and have future "Episodes," so you can expect that these light-producing devices can also be used for some other purposes in the future -- like magic, healing, or other purposes (we're not telling yet). Sincerely, Jeff McCord
Some Feedback... I just wanted to share that I purchased this game after reading many of the posts in this thread and seeing the positive response on various websites. To preface, I am not a fan of RPG's or Dungeon Crawlers. I really like to get into a game, but not have to deal with managing every stat imaginable, that just doesn't fit into my "schedule". However, I took the plunge on this game and must say, I am enthrawled at how much fun I'm having! I love the sense of discovery and the simplistic nature, its such a great "pick up an play" type game. My first game didn't go too well, I ended up dying thinking I had more restoration spells than I really did. Doh, no last savepoint! Oh well, I'm still having a blast running up my skill and going through the dungeons again. To the developer, kudos to you! PLEASE keep the simplistic nature intact, its what makes your game different from the other's and works perfectly!
Oops, sorry about the incorrect restoration potions count, MicroByte. This is fixed in the next update which will be submitted soon. And, thanks! I am glad that so many non-RPG etc. gamers are really enjoying our game. Out of curiosity, since I am adding new features to the game... what kind of additions, in your opinion, would detract from the simplistic nature that makes the game enjoyable for you? I'd really like to strike the right balance with our updates so that the gameplay is both simple and full of diversity and adventure.
It's all about stats und upgrade stuff. I also don't want to spend 70% of my play time in the menus upgrading a guy, changing his clothes, weapons, rings, blablabla, ....I just want to play and discover. That's way I also love your game. This casual aspect really is fantastic! That's also why I love Ravensword on the other hand. It's an adventure not an RPG, but that is fantastic. You are actually exploring a world instead of your bag So, add missions, traps, enemies, you name it... but just keep it easy to play as it is....
So say... we added some more items, but in addition to being able to view and possibly select them in the menus, the top/right action button (or other controls) would make the most intelligent choice without requiring you to pick from the menu... would this work for you?
As long as you make it as easy as possible. Right now, I love your button with the live change. It's nearly always proposing the right thing, which is awesome! And your menu is very minimal plus easy and quick to use. Of course you can add stuff to this. Just wanted to make the other extreme clear... Your structure is perfect. Also because it's real time, you should make changes and choices very quickly. And that is working here...
^---- THIS! Please add more levels, missions, enemies, etc. Those things are great and would add much more in playability and variety to the levels. Please DO NOT add deeper stat management. If you have to to appease the more "hardcore" Make is simple enough to somehow auto manage this as it does right now. I'm on an iPod Touch and don't usually have the time or dexterity (since I'm usually on the go or playing a quick game in line somewhere) to manage what type of glove should go on the left hand versus the right (extreme example, but you get the idea). I like the idea to make additional abilities "smarter" by using them in as you do already where they are somewhat used with the context button on the top right. Usually as I'm exploring, I honestly forget and need to get used to going in to enchant my sword or use other spells so it's great when things show up at the appropriate time. Also don't get me wrong, I've been a gamer since I was 4 (I'm 34 now) so I play a LOT of games, just not RPG's. I'm still amazed at how much I'm enjoying this game!
Just finished the game. I learned a lot from what other people posted about their experiences, so escaping with the sword (avoiding mages) wasn't too bad. Overall, it's a fun, addictive game. However, especially at the end when I had a lot of life, I really thought that waiting for the character to heal (even standing on a temple) was unnecessarily tedious. It would be nice if the rate of hit regeneration increased as your max hits increased. Or, if you don't want to change the game functionally, I still would appreciate an accelerate/fast forward button that would make time pass faster, so you could heal quickly provided there weren't any monsters attacking... Anyway yeah, fun game. I'll probably take a break from it for a while, but I may try it again after an update or two.
MicroByte, your personal robot... gotcha. I think you'll like the approach I'm taking then. I want to add some additional attack/defense items (i.e. ranged attack), but without making you manage stuff if you don't want to. So, when you get such an item, it will auto-equip/select it and you can just continue on your merry way. If you have more than one of some item kind then you can go in the menu and select an alternate to use (just like spells) . MisterDrgn, that is a good suggestion actually. Perhaps a top-level-menu "Rest" button that could fast forward (perhaps a set number of steps) until you're healed, you move, or something interesting happens (i.e. get attacked). I will discuss this one with the other guys.