It's supposed to dissipate magic projectiles. The coins are projectiles and only magic could make them that way. Why? Because this game is not for the meek Also, KEPA. How about the monster shop keepers will lease u a pet that u can use and it helps u but u lose it when u die?
If the paladin's gift will just be max health, why not just make the gift one shield buff per floor? would have a similar effect on gameplay but be different enough to be interesting. (It shouldn't be as strong as the shield statue buff obviously, maybe it would only push enemies back a little OR slow them very briefly, but no stun) I ask merely out of wanting knowledge, not out of persistance or badgering or whatever. Also, idea for paladin since it looks like the knight captain guys: Morning star! Either as a weapon upgrade or a swipe upgrade, you spin once or twice then do a heavy damage aoe in front of you. Animation is sorta already there, and being forced to time it right or take damage is hardcore enough I'd say. (Oh! damage shouldn't knock you out of animation.) Would fit the aoe downswipe thing, turning it more towards offence, similar to a few other characters. I think in the near future I will make a huge list of ideas for your NEXTGAME, american shotgun style. Sounds fun. Would you mind giving me guidelines or adjectives to describe your overall design theme for it? Would help me pare down my thoughts
Omg KEPA!! Just has greatest idea ever. Make it so if u can trail coins behind u for a certain amount of time without collecting them you get a bonus to the gold you were trailing.
Zombie that..... is actually a spiffy idea lol. It should never be told to the player but would be neat!
We might do this but pets will be available from cages, anyway. You find them in the dungeon and bust them open. Could maybe have the shopkeepers sell guaranteed high level pets, but will see. +Shield seems like extra work for basically the same thing. Mostly because it could conflict with saint statue stuff we plan, and not sure how it'd work with stuff like Nullguards. But mostly, +Maxhealth is already built into the game, so it's pretty much the go-to. I like that Paladin idea, but I think we may actually be set for his upgrades. Also I think upgrade that roots you in place would be tricky to balance, as that's a pretty huge disadvantage. I still really like the theme of it, though... I'll probably wait until NEXTGAME work is actually started in earnest. You can glean stuff I want to do from previous posts, though. Oh, I actually remember that I did a design thoughts post on it, on the Facebook page somewhere.
Here's a real suggestion: When the game is paused, I want to be able to select my current equipment (there are four slots of equipment to the left of your inventory) and read what it does, in case I want to refresh my memory on what I chose or have. You can select consumable items and read about them, but currently you cannot select and read about equipment.
Is Gallus going to be the useable Paladin or is it going to be the Paladin from the tutorial who somehow survives? Or someone entirely new?
Figured I should finally pick this up before the price goes up; late to the party, as always! Great little game. I enjoyed Mage Gauntlet back when it released, and this is hitting similar notes for me. The swipe controls are being very non-compliant on my iPad though, especially down-swipes. As many have suggested, an option for button controls would be a godsend. Also, perhaps an option for iPad users to move the pause button closer to the bottom? And thank you for now placing some actual collectables in the destructible objects.
Just wanted to say how much I love the learning/difficulty curve for this game, when I first got to the dungeon with warrior, I was despairing over the difficulty, now I can beat the third dungeon pretty much every time with the spellsword. (Not saying it's easy, I still have to concentrate or I'll be killed instantly)
It's still not "in review" or anything. I guess the review process is slow right now. Brandon knows, last I heard it was Gallus but not sure now. The update adds sensitivity: HIGH/LOW options for iPad, for both swiping and walking controls. The HIGH setting being a new, more responsive setting. If that isn't good enough, will look into other things. I was thinking about moving the pause button closer to the bottom, but that may interfere with button controls if we end up adding those, so that's delayed until we figure that out.
Ah practicality! Good reason. I am excited for this update simply because I want to beat the damn gold dungeon! >_< That place is like swimming through needles....in a good way? Every little bit helps. Sad I won't be able to beat it before patch but my closest run was floor 7/8 and I got stuck behind a chest... So so glad that is being fixed. lol I hope to become awesome with the rogue; I beat silver with her like first try, and it was epic dodging through everything and stabifying them. Anyway, off I go to peruse steam summer sales.