Can someone please explain to me why this game is so great? I am not sorry that I bought this as I spent at least 4-5 hours on it clearing the first two dungeons with warrior and mage - so I got my money back so to speak. But I really really want to like this game more, understand what other people see in it that I can't. At this point I'm about ready to declare that it's just a positive community hype feedback which simply makes the game look a LOT more than what it really is. Skills to me are really nothing extraordinary and I can't get excited about just clearing rooms one after the other with no tangible rewards. As an avid video gamer of the last 20 years and a serious RPG fan of all types and sizes, I almost feel like I'm in one BIG joke !
Graphics, sounds, music, attention to detail and the challenge. To each their own, buts it is easily the best pit together game for iOS on my opinion. I'd probably but in like 30+ hours and I'm still excited each time I play
Second update. Stained Glass in first update changes: Takes way less energy. You can power attack twice before running out. And the tier II gets a length increase.
Some people don't. Trying to make some changes for the update where the staves are more appealing. Suggestions are welcome... on the last page I posted what the changes will be so far. Notable one: the Lightning Staff power charge is becoming a lot cheaper to fire, and the Ice Staff slow effect is going to last 50% longer. Edit: I might make the Ice Staff power attack be more like the old mage power attack. Long distance, fast, pierces 3 targets, same damage. Makes a lot more sense there. Would also have a slowing effect. Probably take 2 energy. Edit2: Made it take 1.5 energy, though it has slightly less distance/speed now to match the normal attack a little. Edit2: Also the Earth Staff's normal attacks now travel 25% faster and further than the basic attack, a straight upgrade. The power attack is unchanged (that thing is really hard to balance). But at least the staff itself should have some appeal. Also, there was a bug that made the Tier 2 of the Salamander Staff the same as Tier 1. Fixed.
When you pause/open inventory in game the hat box is the box on the left labeled hats. Kepa for an idea for the earth staff, why not make the earth ring revolve like twice around the player slowly, and make the mage able to move an instant or two after releasing it, so you can cast and run away. Different style of play: run near the enemy, unleash power and gtfo! lol
Pause menu. It's where all your hats go. You can already kind of do that (moving nearly instantly after). I'm keeping the power attack as-is, it's really hard to balance because in specific and dangerous situations, it's the power attack capable of the most damage. At most, I may slightly increase its area of effect size. Instead I buffed the normal Earth Staff attack, which is now faster and travels further than the basic staff's shot. Oh, and before I stopped messing with it, I also buffed how far the Ice Staff's normal shot travels. Now it goes about as far as the basic staff shot. This way, only the Salamander Staff has a normal shot distance penalty.
A lot of these changes sound nice, I think the only staff that will still be unappealing to me is the Salamander Staff but that's a lot better than the current disappointment at seeing staff upgrades in general!
Salamander staff is my favorite heh. It's punishingly close-range, but the normal attack is both faster than the basic attack, while hitting two enemies at a time. Against crowds, it's amazingly efficient. You really need strongly defensive abilities to complement it, though. My favorite mage build is probably Salamander + Footstomp + Ice Implosion. Up to 12 stuns, with Salamander letting you kill stunned enemies fast and with low energy costs if you bunch them up.
Yeah, the Gauntlet sounds a lot like what I am looking for, and I would be interested in a way to unlock it without beating the fourth dungeon. Maybe it can be purchased with gold or some other in-game means of demonstrating our worth? Since it's called the Gauntlet, maybe one way to unlock it is to find a health bottle, then shoot it. Given the choice of impossible dungeons, I'd rather play the one that's 8 levels than the one that is 20, even though I concede it's unlikely I would make it that far in either dungeon. I just can't get over the hurdle in my mind with the fourth dungeon that if I do become skilled enough at it to go deep, I have to make sure I have an hours' worth of gaming time available before I can start a run.
Yeah, I understand where you are coming from though I definitely fall on the other side of the divide and think this is one of the best iOS games I've seen so far. Sometimes grinding the gold dungeon I have similar thoughts, but at least for me the good far outweighs the bad. Did you play (and like) Mage Gauntlet prior to playing Wayward Souls? I did, and I wonder if having that experience affects how people first feel about this game. When I first picked this up, everything felt familiar but different in exciting ways (new abilities! new monsters!) and the difficulty curve to me picks up where master mode in Mage Gauntlet leaves off. There's been a fair amount of discussion of Wayward Souls' relationship to RPGs and Rougelikes, but while this game is could be safely described as an action-RPG I feel it's much closer in spirit to Golden Axe than a Gold Box game. I tend to approach it less as an RPG than an action game. My phone is the only gaming device I have, and this and Mage Gauntlet have been the best action games I have found for it. The controls are excellent, the pace is generally exciting, and there's enough variety between the characters that it makes me want to learn how to win with each one. That feels absent from a lot of games I've seen for this device.
In regards to the Adventurer, I believe the Bitter Wind sword is the one that doesn't break shields. I'm trying to remember, it's been some time since I did a silver dungeon run with him. Shield breaking is an interesting attribute. It's indispensible in the Silver dungeon for most characters but doesn't seem to matter much in the bronze or gold dungeons. I learned to avoid that sword when playing the silver and then I had to unlearn to avoid it for the gold because it has a critical bonus but doesn't have many drawbacks once there are no shields to deal with. Generally, I liked most of the Adventurer's forge upgrades, there was usually always something to pick that was useful. I think the only one I avoided consistently was the dash boots and they were not a bad upgrade as much as it changed my fighting style too much.
Game Impressions Had literally bought rogues gift of the savvy before giving another class a real go an just started questioning whether I'd begun to tire of kicking, sliding an backstabbing my way so successfully through the mines and so unsuccessfully through a marathon of floors in the tower. When I was reminded of the other two characters I'd skip past to continue my rogue like quest with me rogue like lady. I started playing as the warrior and wow it was another game, with new stories and strategies to match. Do feel a bit like I played the game on insanely difficult mode rolling wit the rogue for so long. Slime floors had proven a nightmare for her and I, while with my new surrogate, one swipe an I felt like a certified ghost buster. Felt less inclined to go for his power attack upgrades but throwing axes that go through three men at once, yes please. After ten plus hours in game it was a pleasant reminder that I had another forty plus to go with a lot more to discover.