I would definitely prefer the mage to have more health healed each floor instead of changing it to more max health.
Interesting will check that out. Can't remember what did that in Demon Souls. As far as I know, in Dark Souls, nothing really meaningfully did friendly fire. Maybe a boss or two could hurt allies somewhat, but most of the time even bosses didn't. I had no idea there was friendly fire in Far Cry series, it never seemed to come up for me. Doom did friendly fire in a great way, and it also did monster infighting which is even rarer. Oh, I said we'd probably add a surprise in a later update, while also making the challenge more feasible. And that if you beat him now, there was basically just "debug text" saying you won. I can't even remember what the debug text said, do you have a screenshot? NO Yeah it doesn't make much sense, as Diamond is both way harder than Gold anyway and also it continues the story stuff. Making Cultist and Paladin accessible earlier (a "mercy unlock" system) makes sense, and even unlocking Endless earlier makes sense, but Diamond early doesn't make sense to me. Sometimes I wonder if I should make the Gold dungeon one single level shorter. 8 levels instead of 9. Oh that's definitely stronger. It's not intentional though. It's also a little goofy, since it makes mage go from like 10% health to 90% if she can just reach the downstairs. She's got like mutant lizard regenerative abilities right now. I'd be more interested in making her stronger offensively, if this is perceived as too much of a disadvantage.
To be fair, the Spellsword has only slightly more health (+5 by default), and he does get a health recovery boost, like everyone else. The only reason his recovery is significantly lower percentage-wise is because he has a max health upgrade as well, while the Mage doesn't at the moment. I guess the Mage's current recovery rate might give her a huge advantage in the fourth dungeon, since at the moment you can recover from almost any mistake and get most of your health back as long as you don't die. Of course, another way of looking at it is that you're always in danger due to her low health, and having one of the worst recoveries percentage-wise (with max stats, only the Warrior is lower, and he has quickly-replenishing shields on top of that) could be very painful. I'd have to see how the change turns out to know for sure. Maybe give her a slight boost (+2 or so) to her base recovery alongside the change, if necessary?
Beat the third dungeon with cultist, that leaves just rogue, mage, and adventurer. For anyone who's having trouble, just keep trying. You'll get better at learning the enemy patterns. I suggest warrior or spellsword for the first time.
I don't think 8 vs 9 would make a big difference. The two times I've made it to the 8th floor I've beat the gold dungeon. The other gazillion times I'm dying on the first few floors it seems like. I think the Mage is a badass offensively but she is weak defensively which is a problem due to her low health. Every character EXCEPT the Mage has a defensive ability to get them out of a jam if they are surrounded. Warrior - shield Rogue - dash Adventurer - lantern Spellsword - dash Cultist - stealth or blind nearby enemies The two good runs I had with the Mage on the gold dungeon were both abruptly cut short on the 7th floor (and I had full health including the warrior gift bug) by a room full of bad guys and I got surrounded. I didn't happen to have enough spells it was game over. I know you are looking into buffing the wind spell but maybe, instead down swipe would teleport you? Or alternatively even cooler would be a 360 wind/pushback ability? Or a brief energy shield? Something to get you out of a bind.
With the Mage, it's probably best to stay away from the center of the room if there are a lot of enemies around. Sometimes this will lead to getting backed against a wall by a swarm of enemies (typically zombies or Unformed), but since her offensive and defensive abilities are directional, you can usually use a few of them and get out. I rarely, if ever, really get surrounded with the Mage, although it's always helpful to keep a scroll in reserve just in case.
I need rare equipment. Like as the warrior u might find a sword that is green. It's just for looks. Like hats. Maybe there's a weapons chest (an equivalent of the hat box). I need more character customization. The Mage could find magic skulls to shoot. These wouldn't have any effect on power or stats. Just for fun and increase replay value. Replay value!! Please add this or I'm quitting.
@ByteBrain: Awesome x100 post. Coach Hines is one of the most amazing TV characters ever to exist. His actor is one of my favorite comedians. If you know Coach Hines, you're cool.
Erhm.. I must admit that I just did a search for "disappointed head shake gifs" in Google and coach Hines was the one with the coolest headshake... I've since googled the actor and character and already decided to check MADtv out. So I have to concede that I'm not as cool as you initially thought. In my defence, the show never aired in my country as far as I know...
Bought this yesterday, was very pleased I did. Though I wasn't the biggest fan of Mage Gauntlet, this one has been a lot of fun so far, and surprisingly challenging, reminding me a little of a more action-oriented Dungeons of Dredmor (minus the humour), or an isometric Rogue Legacy.
Are skull chests suppose to go empty? How many rare hats are there? I didn't think I got them all? Shouldn't they continue to give out regular hats? Sucks... *I only have 89 hats btw...