With second boss do i kill adds first? Not sure if they respawn on random or everytime i hit big boss.
Noo! 8th floor catacombs 9th is the last right? Shoot. So close, I've been determined all week. Haven't maxed any characters yet, about to get warrior gift though.
The "years" was hypothetical. You did get my overall point, though, right? @Zeillusion Almost there! Today or tomorrow for sure.
I don't think the complaints and suggestions necessarily contradict each other. I just think my suggestions could help add variety to the game, which I feel is lacking. more "emergent" gameplay would be fantastic. maybe some unexpected events and interactions between enemies? The reason I think Punch Quest is more varied is because of the amount of different powers you can equip and mix up, which drastically change the gameplay, within the limited scope of the game. and it's not really fair to compare the 2 games anyhow, as they are 2 completely different genres. I have much higher expectations from a "Roguelike crawler" when it comes to depth, but that may be my fault. Like I said, the thing that bothers me the most is the lack of feeling of progression while in the dungeon. There's no feeling of empowerment. No rush from finding that special piece of equipment or leveling up. The coin-purchased upgrades are very, very smiliar between all characters and offer very marginal improvements that don't feel rewarding or noticeable. I love a challenging game as much as the next guy, but only if it rewards you accordingly. Here, overcoming a huge wave of enemies usually only rewards you with a treasure chest... which 90% of the time will just have more coins in it. How about if forges awarded your character with unique "perks" that continue stack with each forge? I think that would allow for much more varied and exciting character building, and would allow interesting synergy between the different perks. The different (existing) forge weapons would be bought from in-dungeon merchants or dropped from chests or tough mini-bosses. Imagine running all the way from level 1 to the end boss, slowly filling your character up with all these cool perks. that sounds more satisfying to me than beating a stage and being dropped back to the menu instead of being able to continue straight to the next one, which I also don't get... Dungeon Crawl: Stone Soup is one of my favorite games. Maybe look to that for some inspiration?
Just found the Phoenix helm... It's gotta be my favorite one so far it looks like Captain Falcon. Also the Hapsgaff Crown is too funny (It is tiny, like him)
I've actually seen the Lexi scene in the second dungeon as well as in the mines. Oddly, she's still in a patch of the map that looks like the tunnel under the mountain. I think she's mostly there for the fun of it, not necessarily to substantiate how the games' timelines intersect. Additionally, I've also encountered Jepp in the second dungeon. I didn't know he could be elsewhere. I think for the same reason that the mines and the catacombs are close together but are separate dungeons in this game, Lexi going under the mountains where this castle is located might be just a wall away from the mines. I think that's all there is to it. Lexi wasn't in the mines, per se, she was in one of the levels that's actually in Mage Gauntlet that's near the mines. I like your conclusion, but the reason Lexi is there is from MG, not events taking place after it, I think.
I just bought this app, even though I'm not a fan. Who is the best character to start off with? I'm new to this dungeon stuff. Was going to choose - Warrior, but want your opinion on who is best to start with for noobs.
Definitely use Warrior if you're just starting out, and remember to use your shields liberally. At least for now (before the first update, whenever that's coming...), his shields are restocked fairly quickly.
I believe Wayward Souls takes place in the same time period as Mage Gauntlet. Lexi being through the wall is a shout-out. In Mage Gauntlet, the skull dungeon you can't access in the second map is supposed to be the catacombs section of Wayward Souls. Ok, I understand your viewpoint better now, especially due to the Dungeon Crawl: Stone Soup comparison. I didn't want to do false rewards, like the loot treadmill in other games. The marginal upgrades are just a small concession for that, to give people hope if they get stuck. I wanted this game to be skill based. Note that most games that give you power gains also make the enemies exactly as strong as you're getting. Hence the treadmill: you're always just running in one spot, you're not really going anywhere in terms of power. It's a great psychological trick though, and I'm not saying I won't use it in the future. Just not for this game. I see where you're going, but a lot of what you're wanting wouldn't fit this particular game at all because it would completely go against established design choices (RE: The checkpointing system you don't like). Maybe for a future one, though. I have some ideas as to how to do a "do it all in one shot" Traditional Rogulike progression setup, while also making things more open so you're not throwing yourself at one obstacle over and over. But yeah, that will be in a future game. Suggestions for Wayward Souls will have to keep the design structure of it in mind, that's probably not going to be completely replaced, good points or bad. I love and hate DC:SS, as the progression scheme also makes for 8 hour long play sessions and it has an especially tedious early game. Best Traditional Roguelike on the market, and I can't bring myself to play it anymore. I'd also like to point out that DC:SS has been in development for about a decade, haha. In short, future updates will add more variety to the mechanics (pets you can find in dungeon that provide buffs, monster shopkeepers, fleshing out of the statue buffs), but no complete overhaul of basic design is planned. At that point we'd just want to make a different game. I am planning on making a game like this, but with more traditional systems. Loot treadmill, longer dungeon with no checkpointing, in-dungeon stacking upgrades (at the very least the Zelda system of rewards that increase your health bar), so on.
^ that sounds awesome kepa. Noob question: are there light shrines in the catacombs? Never found one. I always find the shrines in the 1st / 2nd dungeon. ( Hastle/ protected shrine )
My theory was mostly a joke anyway. I never thought kepa had any specific thoughts about when wayward souls is. It was just something i thought of when reading jeppes note in mage gauntlet.
I finally got to the boss after hammering the catacombs all week! I died after giving her 10 or so hits. To bad, if I had an hourglass I woulda pwnt her. I also had no shields going into the fight. Shux! ( dungeon 3 / catacombs )
I have the same problems, get to the boss without enough health etc.. I wish the bosses had health bars so I'd atleast no how close I am, I Swear I hit her like 50x atleast...( this all with about an inch of health)
These patterns as following are really frustrating. Will they be fixed in the future? -When small red slimes charge at me and are stunned before firing projectiles, it immediately resumes firing as soon as it's awakened by something hitting, which is quite difficult to dodge for melee heroes. -Luminous statues shoot arrows from out of screen. (It often happens in vertically long rooms) -Hidden land mines suddenly explode and shorten HP with no conditions.
Less than the first boss. I think. He's easy to avoid once you get the hang of him. Watch a youtube vid. Or do what I did and see how long you can stay alive just dodging. I did that once and beat him the next time.