I would just go with, if you are on a higher level, the temple heals quicker. That would be perfect! Because, I'm pretty sure everyone is going for the temple first and than takes his/her time to clean the dungeon It's like an isle of hope I'm always VERY happy having found it. So, if you have a high XP just make the healing process a bit faster on a temple. Then the game stays the same. So an extra button for a rest would make the game easier again. Leave it to the temple to heal you. This way, it's kind of finding a huge treasure on every floor At least for me it is...
Actually, I don't think we're doing any context actions on the temple, so a "rest" there would make sense. I hesitate to just heal faster (already heals faster than the original!), as this is a definite strategic advantage over the dungeon enemies... but at least with a rest/fast forward, time passes quickly for the player, and dungeon events etc. can occur. at a "normal" pace relative to your healing duration. I will ponder this further...
Yeah, I'm not actually really talking about "scoring". I just purely want more visible stats for my own enjoyment. I love how thorough the stats are in, for example, the GTA games. I'd constantly be scrolling through all the different stats, intrigued by how many pedestrians I'd run over or hot dog carts I'd run into. If they did end up adding OpenFeint to this game, then I'm sure it would be possible to add leaderboards in for different categories, and I don't really have a problem with that as long as it wouldn't mess with the core game like you say. Purely for bragging rights or personal satisfaction. But really I'd just get a kick out of seeing how many enemies I've killed, or steps I've taken. Things like that. It would really be great if there was a stats page that kept track of current game stats as well as cumulative stats for all games played. I like the context sensitive button as well. It makes pretty smart decisions and almost always has what you need. But with that being said, I think it would be great to have another button or two up in that corner that you could select what item to have for it. That way you'd have your choice of what you wanted, as well as the ones the game suggests. It's also slightly annoying how certain items that don't have to be selected will show up on the context sensitive button. For example, say I open a chest and get Enchant weapon, Health Potion, Magic Sack. Since Magic sack was the last item in the chest it will be the item in the button, even though you don't ever have to choose it, it just stacks onto the rest of your sacks. I still have to go into my inventory to select the Health Potion or Enchantment I just got, if I want to. Hope that made sense It's really just a very minor gripe, but something I'd noticed. EDIT: Oh and I like your guys' idea about faster regeneration on the temple. It's not the end of the world, when I have to heal a lot it just means it's smoke break time Also it seems that monsters aren't able to attack you when you're on the temple, which means I can just leave my guy on there for however long and feel pretty confident he'll be safe.
Just a note: You may want to edit the title of this thread and remove the $2.99 intro price, since it's back to $4.99 (and might I add, worth every penny tenfold)
Btw, this is the most constructive and friendliest thread, i've ever seen in this forum. Thanks to all the nice gamers and devs in here. It's a delight to come back and get some news.
The game is perfect, if you change anything I WILL HUNT YOU DOWN AND... Just kidding! Back on topic - if you do add any complexity to the game, please include switches to disable them and/or an "original" game mode option, I really don't want to update this game and come back to something radically different! (Although the speed-up-the-game-while-standing-on-a-temple-waiting-to-heal would be an acceptable tweak )
Could the sword actually be a naked woman? THAT would be a motivating mission.... *speaking of constructive...
Haha, you guys... Oh hey! Somebody edited the thread title, cool! How do you do that, heh? Was never able to figure it out. OK, since you guys are really set on this game playing a certain way, then I had better spill a bean or two and get your opinions on something. OK? Ready? I mentioned ranged attacks... so... I am adding wands. They will be sort of like spells in their use, so many "charges" per wand, and they will stack for ease of use. Here is what I am thinking of for using a wand: You touch your dude, and then drag away from him (path of the shot) to the target. Release, and zap. Simple, right? If you get a wand, and have none selected already, it will auto select/equip it for you. If a wand runs out, it will auto-select/equip the next available one. Before I delve any further into this concept... sound cool so far?
I like it! I always thought it was odd that I had spells, but couldn't do any projectile casts of my own (yet I can get hit by them from enemies!). One thought, how about finding a rare special ability that you could summon that could be cast that would affect all monsters in the immediate area, something like a smart bomb type weapon. Some cool fire and screen shaking would be nice!
Well, Jorlen kindly pointed out that the price had changed, and I asked super-mod extraordinaire Zincous to change the title. But only mods or admins can change thread titles. Yes! Sounds cool! As long as the casting ability works well, and I'm not accidentally moving my dude around I'm all for it! Ohhhhhhhh can't wait to see that!
Yeah, stats can be cool, they're purely informational and won't effect the gameplay any. OpenFeint would be interesting. It could add achievements to the game for number of monsters slain, highest bonus to your sword, highest level, deepest dungeon level (once they go beyond 27), most gold found and/or sacrificed, number of secret areas found, etc. None of this effects gameplay, and would add extra elements of competition and personal reward. YEah, 90% of the time that button does what you want it to, but there are those times when it's a little inconvenient. I would think, for example, that if you find three things in a chest -- the three you mentioned -- the most likely choice would be the enchant scroll, since that's an immediate and permanent effect scroll you're going to always want to use right away. There's no point in having things like the sack or maps show up there because they are automatic. I do like the idea of a custom button though. It would be good for healing, for example, as that's something you usually want fast access to. Faster regen is nice, but I'm fine if it's done through a rest button. I don't really see a need to heal faster in the same space of time; fast-forwarding time seems like a more sensible option, as Paul already suggested. I've already mentioned my approval to the wand method to you, Paul, and think that's the perfect way to handle it. It doesn't add any complexity or make it any harder to play the game; it simply adds one element that's just as easy and intuitive to use as the rest of the functions and makes perfect sense in the context of everything else. I don't think there's a need for status effecting wands simply because when they hit you, they only have navigational effects; blindness and darkness only cause you to be unable to see where you're going; you can still fight just as effectively if you run into something (or it runs into you), so there's no point in casting it at others as the battle will turn out the same way it would if they could see. Poison would effect enemies, but battles tend to be short enough that it would only do a few points of poison damage before you've torn them apart anyway. There'd be little benefit. Confusion just makes everything look trippy, and levitation just prevents you from picking things up or tripping trap, which is useless on enemies. The only wand effects that make any sense are distance spells that either deal damage or paralyse. I'd propose a basic list of wands/staves: - Wand of Lightning (single enemy) - Staff of Chain Lightning (multiple enemies in close proximity) - Wand of Lethargy (single enemy, halves movement rate) - Wand of Paralysis (single enemy, freezes them for X turns) - Wand of Fireball (single enemy) - Staff of Inferno (multiple enemies in close proximity) I think that would be a suitable assortment, perhaps a few others I haven't thought of.
When you get stoned on shrooms confused, all that happens is everything looks funky. It doesn't effect gameplay or pitch the outcome of fights, so it would have zero effect on enemies. Poison would work, but given the speed with which you generally dispatch enemies, it would only have time to do maybe 2-4 points of damage before you've killed them, so there's not much point.
Confusion may effect enemies differently. Poison could affect multiple enemies at once, and some differently. Just sayin'.
I love the range attacks via wand idea I'm totally in for that. Also the control method sounds good, simply dragging from player to enemy. YES...approved!
Already had this subject, but also my opinion is: This game is all about taking time to explore every single corner. So, that mode would be completely against it. If the devs wanna include it, it should be separated.... But this game is definitely not about efficiency, fast runs etc... this way, you won't get far