I just went through all of Adventurer's upgrades and they all break shields fine. Will test Spellsword just in case, but I don't think anyone ever said he had an issue with that.
Salamander's Breath is my favorite staff as well, which really surprised me since I'd been mostly avoiding it entirely up until yesterday (I failed miserably when I initially tried it). When I finally tried it again yesterday, it turned out to be perfectly suited to my updated playstyle, and that ended up being one of my best runs. I identified a few more rare enemies for the wiki: Faceless Warlock and Agonized Wailer. I encountered the rare Temerator as well, but I accidentally killed it before I could check its name. Also, I just learned (completely on accident, while looking up something unrelated to this game) that Amaranth comes from the Greek word for "unfading." I'm guessing this was intentional, since it fits really well.
The combat's the thing. If you're not enjoying that, put the game down. I love the game's laser focus on the combat and not on RPG-style stat grinding. You have some stat boosts but none of the awful balancing inherent in making it an Off/Def treadmill arms race against ever-increasing enemy stats. There is power creep and grinding but it is nicely played up against the game's learning curve without ever really unbalancing the core mechanics. I LIKE the fact that there's very little stat boosts or rewards doled out and I think that helps improve the game's skill-centric gameplay immeasurably. Of course it helps that I like the combat too.
For anyone having completed the gold Dungeon as the Spellsword. Do you charge attack or dash more often. That charge drains the meter not allowing a dash out. Would love to hear your tactics
I rarely ever charge attacked. Most often when up against mobs I'd dash in, attack, dash out. Because his charge attack drains the entire energy bar you're left pretty defenseless, so if you're going to use it, make sure you're going to stun all the enemies!
Close the game and it saves where you were. (Don't pick to exit the level, just close the app itself.)
Yeah always a little confused about people complaining about the combat focus of the game. That's the point of the game's design. I think mostly the game's just naturally going to be divisive, as we try to do different stuff from the action-RPG norm. As people have said before, Mage Gauntlet and this game really aren't RPG's in the traditional sense. RPG has meant "number treadmill" for a long time now, whether you like this or not. I wonder if I could make a game that has the same appeal as a number treadmill, without being a blatant stat arms race against the enemies. Maybe I can do something in the next game where players get increasing stats, but enemy stats stay the same. Instead, enemies become more numerous. That's at least more fun, I think. Though essentially, that's what I'm doing already haha. Yeah the individual levels are designed to be somewhat short bits too. That's why you can't go back upstairs. So it's very friendly to playing a bit at a time. Well, it's missing some handy stuff like inventory tooltips. 20 levels of pain is pretty daunting, however, even in small chunks. So I'll think about making The Gauntlet available to everyone. Maybe I'll make it not include the Diamond areas, so it's not spoiler-y. Maybe instead it could just be 9 levels long, with 3 levels each of the first 3 dungeon areas. Every 3rd level a boss. Max difficulty. Forge every level. Could work. Edit: Actually that above idea is kind of boring. We'll make sure people that beat the third dungeon get something cool, though. Both the fourth dungeon and some interesting extra thing, ideally something with a scoreboard. Current idea: Some sort of arena mode.
Is there anyway to take my game data from my iPad on put it on my iPhone? I don't feel like starting over no iCloud support ?
Only use your charge when it's a room of enemies you can kill with the charge or kill with the next shot after the charge. Otherwise, I used dahs quite a lot.