Man, the wait for the update is killing me... I've done pretty much everything except getting all the hats(thinks I have around 170) and beating the gold dungeon with the Adventurer.(I think I probly could I just kinda really don't like using him, hopefully I'll like him more in the update.) One other thing though, why is the Paladin taking till update 3? I would have figured since you already have the character made and ready it shouldn't be that hard to just plug him in to the game? Or am I wrong?
Scratch. ur wrong Paladin is only made as far as you see in the tutorial. So he has 2 equipment upgrades instead of 15 upgrades x 2 levels of each upgrade. He has no permanent upgrades designed, either. Those are probably the big things. Also, when we put Paladin in, he'll probably get his own dungeon instead of having to do mines/tower/catacombs/fourth for the seventh time. It'll be like a harder, slightly longer version of the fourth dungeon, with his own story sequences and possibly some new monsters.
http://www.i-mockery.com/minimocks/scariest-moments-in-non-horror-movies/i-mockery-raiders-of-lost-ark-face-melt.gif Also, zombiemuscle, why're you so opposed to IAP? All of the games RocketCat has released prior to WS had them and they were never anything terrible. F2P can be done well and it can be done very poorly, and RocketCat's previous foray into F2P was very good and incredibly fair (it launched too fair, in fact).
Well I guess I figured I was :/ .. But I kind of have an idea since you bring up his upgrades. Could you make like a contest or something where people suggest their best/favorite ideas for an upgrade for the paladin.(I assume you and whoever want to come up with it etc.. But maybe like just 1 could be picked from fan suggestions) maybe like 1 permanent and 1 Forge upgrade? The winner gets to see his idea in action I already have a great idea.... Guess ill write it up after u confirm/deconfirm my idea.
Zombiemuscle, there is an active TA thread that has been around for 6 years dedicated to this discussion. Feel free to vent your frustration regarding IAP here: We're mad as hell about iOS games that cost money, have ads, and/or any IAP at all. This seems like a lot of work for a character that only a small percentage of players will ever unlock? I have no suggestion related to this, just commenting. Also, I had only ever briefly played Mage Gauntlet previously, and decided to give it a second look while awaiting the update. Wow! it is a lot easier than WS haha (at least the Story Mode). I was able to basically beat it in one shot except I had to replay one of the Tower Pinnacle levels because I was used to playing so carelessly. I know this has been addressed, but I really think you guys should update that game with widescreen. Especially since you are going to be making more sequels in this universe. Basically it's almost like MG is the easy mode that people are clamoring for in this game. Plus it really helps to play through MG to learn the enemies. It’s much easier to practice on the enemies since MG is both more forgiving and you can restart in any area. I wish I had played through MG before playing WS I think it would have saved me a lot of dying ha. So if anybody here is having a tough time with WS and hasn't yet played through Mage Gauntlet, go do that now. I think if you update it, then you could really recommend people play MG before WS, especially if they are complaining about WS being too hard. Right now though it’s a little frustrating to play on a iPhone 5/5S since your character won’t move if your left thumb drifts into the dead space. Also would it be easy to add the WS control scheme as an option? That would be cool and helpful to transition from one game to another.
Not venting, responding to a post. I honestly don't care. I just don't buy apps that have IAP. It's a fact not emotion.
Whether we do the NEXTGAME as free+IAP or not really just depends on whether or not we see it as being worth the extra effort. There's a huge benefit to doing so: the millions of extra downloads we could use to promote our paid games. Individual feedback doesn't affect our decision making here, since a lot of people say they hate free+IAP games but will turn around and at least give it a try (because they're free). Paladin will be the strongest character most likely, another good reason to have his own area. Nah. Lot of effort, and any ideas will have to be changed a lot for balance sanity. However, if you just post ideas for upgrades/equipment I may be influenced by them. I find the idea of a character only a small % of people ever unlock pretty appealing. We'll look into having multiple different ways to unlock him, though. Some day we'll update it with widescreen support. Maybe we can squeeze that in after this next WS update is done. I think we could add the WS control scheme, but it's way less necessary for Mage Gauntlet. 2 button controls aren't too bad, maybe a little tacky. But virtual buttons totally work on iOS as long as they're kept to about 2.
Oh well, alright I kinda went crazy and made up an entire paladin forge/permanent upgrades chart thingy. (Does include some item ideas) I hope you like at least some of my ideas... Paladin Drained Sunblade - worn and damged Sword upgrades Dawn Fury- Grants a chance for a fiery sunburst on strike. Version II - (grants a greater chance) Solar Scepter - Bestows a chance to stun foes on strike. V. II - ( Chance to stun foes on strike for a longer duration and a chance to damage enemies again while stunned without waking them) Brand of Prophecy - Grants a bonus to critical strike and greatly extends the distance of your charge attack. V. II - (your longer charge takes less energy in addition to a higher bonus to Crit. strike) Twin Blade of Light - This blade does a double strike on each blow with the first strike being a before image/copy of you attacking, you then follow with the second strike. Comes with a small loss in distance of your charge attack. V. II - (original distance for charge attack, plus double strike) *note this effect done through the charge attack Holy Edge(or End) - Empowers your charge attack with a heavenly glow that has a chance obliterate almost any enemy that's in your path. You also gain a chance heal more damage from items and/or between floors. * note also by technique..which means any type of health gain possible.. V. II - ( slightly extends the amount of health resorted from items and between floors) Upswipe abilty - Fires a damaging blast. Up swipe (offensive) upgrades note* all blasts have the same radius type effect, the last one continues on in seperate paths etc.. Freezing blast - Freezes enemies, greatly slowing them down in addition to moderate damage. V. II - ( frozen enemies cannot move at all) Burning Blast - Sets enemies ablaze and damages them V. II -(enemies set ablaze lose health at a greater pace ) Shocking Blast - Stuns and damages enemies V. II - ( enemies stay stunned for a much longer duration and a chance for enemies to stay stunned even after being attacked again) Multi Blast - fires an additional blast. 2 with one swipe. V. II - ( Fires yet another blast making it 3 in total with one swipe!) Diverging Blast - Blasts separate into 8 mini- mutli directional blasts damaging foes dissipating on contact. V. II - ( the 8 mini multi direction blasts continue penetrating through foes ) Down swipe abilty - Stuns and pushes away all enemies in you're vicinity with minor damage. Down-swipe( defensive) upgrades * note all these abilities can still push enemies away regardles Protective Ward - Applies a short lasting protective Aura that cuts all damage in half in addition to pushing away all enemies.(loses damage and stun properties) V. II - (Stun is re included, Aura lasts slightly longer) Calming Harmony - Heal yourself for a small amount of damage as well as pushing away all enemies. (Loses damage and stun) V. II - ( heals for slightly more damage %) Inner Strength - In addition to pushing away and damaging all enemies you gain a brief increase in strength that deals double damage. V. II - ( gain a slightly longer increase in strength for triple damage!) Fiery Rush - knocks away all enemies in range setting them ablaze.(loses damage and stun properties) V. II - (adds back damage, with enemies set ablaze for a longer duration) And Stay Down! - Enemies stay stunned for a longer duration. V. II - ( Enemies stay stunned even when attacked!) Unique Item ideas Large/Special Vitae Tonic - Heals even more damage Soul Dust - Temporarily raises strength doubling your offense and reducing damage by half. Scroll of the Divine - Unleash a super rush of energy that's reaches both wide and far, obliterating everything including enemies and all breakable stuff etc.. Holy/Sacred Orders - Call forth 2 replicas of yourself that vow to protect you from all danger.(The replicas fight only using basic sword swipes and last for a moderate amount of time) Permanent Upgrades With Great Power... - Increases the Paladins effective usage of Magic (pertaining to his up and Down swipe abilities.) Purger of the Malevolent - The Paladin does more damage to the Undead, Immoral and all those with greatly evil intentions. (Kind of hard to decide what exactly fits in this category but basically alot of the enemies in the Gold dungeon I guess) A Sworn Oath to Duty - The Paladin's bonus in health between floors is determined by how much of the level he explored and how many of the enemies he defeated.(The amount of potential health to be gained through this method is increased by adding to the skills % level that is increased with gold by the normal means) (for example by exploring the entire level and defeating all the enemies in it, this will warrant the highest possible raise in health, which then takes into account what level the skill is at. Sorry it's a little complicated) The Noble Tank - Reduces all damage taken by certain %. Strenth from Above - Increases max health by % Divine Proficiency - Increases chance of doing double damage Devout Resurgence - Faster Energy Regeneration Gift Upgrade - Gift of the Courageous - All classes take less Overall Damage by certain % Finnaly, I'd like to add that yes the Paladin with the upgrades etc.. ive added,may seem overpowered esp with all the healing/attacks etc. but I figured he would be going up against really hard enemies etc.. So maybe it could work? If not you could easily change him around to make him weaker etc.. I dunno, I was probly way too forgiving with his forge upgrades making sure they were indeed upgrades trying not to weaken something else too much. I guess that's just the way I feel about the forges.. I want the player to always feel like they upgraded themselves to try to slightly give the advantage back to the player as he moves on to the awaiting hordes of enemies. It's a fine line a suppose between making something too stong or not strong enough etc... But I mean this is a really hard game ImO so I dunno whatever.. That's all I have to add, except that My view of what a paladin should be does deal alot with serving a higher purpose, doing the right thing and being able to heal himself or atleast be stong enough to deal with what he goes up against. That's just my view though... I did have alot of fun writing this up...thanks for reading. Sorry for rambling on etc..
As someone who is terrible at this game but very glad to own it, I would strongly request making the Paladin relatively accessible. I know the game is supposed to be hard, but I already doubt I'll ever see the fourth dungeon (or 6th character), and it would be nice to get to try the Paladin.
We'll do an alternate way to unlock the Paladin. Ideas: Total deaths, or maybe total hats collected. It'd still be really difficult though, but be steadier. I read your ideas, some comments (but not going over all of it point by point): No healing abilities ever, not for this game anyway, unless it healed for pretty much nothing (making it pretty questionable). Probably not a double stun either. I think he'll get his current tutorial swords, maybe something like the warrior's Stained Glass sword, and then two more. No idea yet. Not sure if I'd redo Bitter Wind and Sunnebrand as his swords, but not bad ideas. Twin Blade is a cool idea but no idea how I'd balance that unless we did a Red Death sort of penalty. I like everything but Diverging Blast and Shocking Blast. I don't like "longer stun" ideas because that's Cultist's thing with her blinds. Was actually going to do something like Multi Blast for the Adventurer, but it was too strong for him. Basically a 3-way spread shot. Burning Blast couldn't stun, it'd break, but could make it do more damage to compensate. Cultist used to have a "double damage" stealth that acted like Inner Strength. It was too overpowered on a stealth backstabber, but Paladin's fine with getting it. I'd probably have all the downswipes do damage and stun anyway, except for the Fiery idea. Also likely: a downswipe that gives the paladin a haste buff. He'll also likely get an option to replace his usual defensive ability with a really nice shield, likely a mix between Warrior's new mirror shield and the thorned shield. Paladin's Gift will likely be more max health for all characters, and he'll have better health upgrades than everyone else. However, he won't get health recovery upgrades at all, much like cultist gets no +healthrecovery, only +maxhealth. Not sure on what his fancy upgrades will be, if any. Thinking it might be cool to give him a damage bonus the lower health he gets. Maybe an upgrade that makes Saint Statues way more common? Paladin's supposed to be a bit overpowered, with a lot of health, but also really crappy health recovery on going downstairs.
I'd appreciate that as it'd be nice to be able to access him if you put in the time but still suck. Btw, is it possible to make an easier way to look through all your hats? Maybe an enlarged hat box (that makes use of more screen space). Scrolling gets somewhat tedious after a while.
It's the other way around. The Cultist has a health recovery upgrade, but no max health upgrade. Is that unintentional, like with the Mage, or was this just a typo?