To expand on my original post after spending a few more hours in the game here a few other things... - we need a way to deal with the extra weapons we obtain. I have 73 iron swords. Maybe items containing iron can be broken down into a nail, a wooden shield broken down into wood, bows can become rope, etc. - the loot system in general needs some major tweaks. Other than never being awarded heroes, weapon diversity needs to be adjusted as well. I've done dozens of sea battles on level 30 and have received an iron sword every time despite the description stating there are 4 possible weapon drops for this location. - what's going on with hero souls? It's implemented, but has zero use due to there never being duplicate (or any) heroes awarded.
Fun game, but it would be nicer if it allowed more freedom to interact with the player base. Clans would be cool. I have talked to the developers, and they are looking into most the issues players are having. This includes extra weapons, resources, hero xp, heroes in general, etc... They didn't say anything about community though, and if this game wants to stay relevant it needs allow players to communicate. Should be able to search people, view their profile/village, friend them by search, create clans, etc. Stuff like this are what will keep me invested in the game. Not sure about other people though. For now though, anyone want to add me in game or discuss game? Playing alone feels.... lonely haha.
Hey guys! firstly, sorry for not having been here in a week or so! we have been snapping our spines in half to get the game in better shape. Firstly - STAMINA! its crap, I think the problem comes from the way the game design shifted a little, and we never rebalanced it. So, in the next version this is partially addressed (the one in the apple submission queue), but in the version after that it will be addressed even more so, we didn't mean it to be so invasive. My metric was 1 ad - ten minutes of play, but it seems it didn't end up that way. (maybe it's like that for later players, but early ones not so much). For now and advert will give a minimum of 5, and the costs for starting raids will be less. But from the version after this one, an advert will give ten stamina, and using hacksilver to reset it will fill your bar or give you 50, which ever is more. Hero drop rate - we adjusted the drop rate, but there seems to maybe be a bug with it. I am looking at this tonight as I prepare for submitting a new update tomorrow. thirdly, Community, yeah I hate to talk about things that aren't done, but...events are going to eventually allow for small parties to join up and combine their scores. And if the game manages to retain enough people, we will be doing clan battles sometime after that. I think community is obviously super important! Just so you know, the stamina thing wasn't our of greed, it was just us screwing up. If you are on Android you will get the benefit of this a little sooner than iOS players. We should support more sign ins than just facebook pretty soon too, its sad as most of our game is locked behind a sign in wall. and only 10% of players ever signed in. As for keeping stamina vs cutting it, we have some pretty heavy discussion about it here in the office, some are against, while some say it is in so many mobile games now that people are used to it, and expect it. I am not sure which is right or wrong, but coming from a console development background stamina is still something I have to get used to designing for! I hope you hang around and check out the updates as they go out! We want to make the game as great as it can possibly be!
I've never looked at ads as greed on any developers part when they aren't charging any upfront costs for their game. You and your team have put in I'm sure countless hours into this game and you guys deserve compensation for it. Anyone that says otherwise doesn't understand the work that goes into development on this scale. Just to clarify my opinion on stamina, I don't have a problem with watching ads for it as long as a 30 second ad equates to more than one turn which is what's happening in the later levels and it's nice to see you acknowledge the problem and are working to fix the balancing. My suggestion on a paid/unlocked version would resolve this as well while leaving ads in for the free loot area of the game. In regards to people being used to ads, that may be true for the most part, but that doesn't mean it's the best route to take. Even though it's expected for free games, it doesn't mean you guys can't go against the grain and offer a paid/unlocked version and show that it can be done without following the heard. Lead, don't follow. I can't speak for anyone else here, but I truly appreciate you taking our feedback into consideration and are actively working to fix the issues. I really enjoy this game and look forward to what you and your team have in the works. Keep up the great work!
Wow! - well most people don't have enough nails! maybe we need a way to deal with excess resources! I appreciate the understanding Re the adverts, hopefully the balance in the new build is a lot better, but expect it pushed up even further in the next one. As for profit and stuff, I mainly want to make entertaining games, we aren't out to make a huge pile of money. If we were we wouldn't be trying to innovate...actually I probably wouldn't be making games (but that's a whole different story). We are in it for the long haul with this game, and will be eventually adding all the features you could possibly want! so please hang around and keep an eye on what we are doing. We screwed up the balance. Weekly events are super fun, and the things we have coming up over the next few months have me very excited!
I played the version after 1st Dec 2015 (and I tried the new update today [11th Dec 2015] too). On 1st Dec, the drop rate for heroes & nails & stamina are all fixed, so I didn't see a problem when I was playing. Don't get rid of the stamina, it's actually effective for the longevity of the game. There's game theory about that, I won't go into details. I'm at stage 46 now, and I find that the sea battles are the only thing that's still interesting for me. The game needs more game features to unlock as I level, otherwise I will be bored soon. (Just like how plants vs zombies have new game features to unlock every level, but you don't need to have it every level, but at least more frequent.) The sea battles are done well in that it is not just mindlessly tapping, there's skill involved, and it gets increasingly difficult but not too difficult. I only just signed in using facebook today because the xmas event requires it. The event is great, another feature to the game to play. I was hesitant to sign in because I know my resources will be raided. Overall, I enjoyed the game and will probably keep playing for a week or two unless there's new things in the game. I played and liked Tiny Dice Dungeon too. Keep up the good work.
Experience I just wanted to touch on something that I have not seen previously addressed: Leveling up heroes is great, but the problem comes from the exponential increase in experience (or distance traveled as the game sets it) to Level+ your hero. Using some simple summation equations you can figure out the total experience required to max level each character. To go from level 1 - 10 for the first "star" it requires a total of 5500 experience. -Each level requires 100 xp per level number (so level 5 would require 500 xp) To go from level 1 - 25 for the second "star" it requires a total of 65000 experience. -Each level requires 200 xp per level number (so level 15 would require 3000 xp) To go from level 1 - 50 for the third "star" it requires a total of 382500 experience. -Each level requires 300 xp per level number (so level 35 would require 10500 xp) To go from level 1 - 100? for the fourth "star" it requires a total of 2020000 experience. -Each level requires 400? xp per level number (so level 55 would require 22000 xp) To go from level 1 - 200? for the fifth and final "star" it requires a total of 10050000 experience. -Each level requires 500? xp per level number (so level 75 would require 37500 xp) FYI: question marks indicate unknown values as I have not yet reached those tiers. The numbers I used were guesses based upon the pattern of the information I have already recieved. As can be seen from the above data, the first three stars don't seem too hard to accomplish, however once you reach the fourth and fifth tiers, the amount of xp required is absolutely insane. I don't know if this is done on purpose, but at the rate that we receive xp I don't see anyone feasibly achieving 5 stars on any character, let alone multiple characters. I think there are multiple ways to make leveling easier and getting a max star caracter possible: one such method could be multiplying scores when completing runs consecutively or lessening the amount of experience needed to level up.
I agree, the hero leveling need to be changed to less experience required for after the first star. It gets too repetitive doing the runs from first port
Hi Jayzed / Flash (amazing name!)... I am working on making the land battles super crazy...which will make them a lot more fun, you will be able to build up special attacks, and the result of pulling off amazing attacks?! huge piles of XP! so hopefully we will solve two things at once! It's proving quite challenging to build, but it's already a lot of fun to play, and will eventually get tied into events, making them deeper too. Obviously fighting to add new content to keep the game exciting is a big thong for me! we plan to keep on adding things for the foreseeable future, because we really believe in the game, I just hope people stick around long enough to see all the awesome stuff we have in store.