I'm the kind of player that needs some kind of goal to keep playing. Randomly generated dungeons sure add a lot of replayability, and finding Lexi from MG in the first dungeon was quite funny, but apart from that... Also I don't really care about the hats
The goal is to complete each dungeon. Whether you do it with one character or all of them, it'll take hours. Randomly generated dungeons are there so that every play through does not feel the same. I ignored it for a few weeks because it didn't really catch my eye, and some people described it as a rogue-like which I never liked. But I gave it a shot and now its one of my favorite iOS games. Watch the AppSpy review or some gameplay (i recommnd a review since the gameplay can take up to half an hour) and see if you like it or not.
There are still aspects of WS that I might never be on a first-name basis with, but I must say, that the game really, really becomes progressively more fun the more skilled I get. That is a shining accolade upon the skill factor and the design principles.
Got to the eighteenth level as the mage, had the salamander staff, I think the particle effects were doings something because I couldn't see any magic attacks. Lost to a room full of faceless who were shooting invisible magic at me
Yup, that's a problem that occurs with Salamander+Lab. For now, the only thing you can do is kill the app, when you launch it you'll be, as you ofc know, same place but the bug will be gone. For a while, at least.
It is really a shame that hats are only for cosmetics. If I were the developer, I would grant each hat some strength along with weakness, that way the balance is remained and the game would have much more reply value than it already did.
Considering how many hats there are, that would be a lot of balancing ._. Lol Im fine with the way it is. We already have the single character/universal upgrades and the in-dungeon equipment. Plus I don't see how that would add replay value
Players would like to collect every hat and try on, and each one will be a pleasant surprise for them, 200+ hats, 200+ replay value. The current upgrades are poor for an modern RPG in that 95% of the upgrades and all the abilities don't change the play style of a character. But I admit it suits its own style. I find the game more amazing than Battleheart Legacy simply because it's just much harder But I've seen posts compare the two games, more lean on BHL because of the replay value. I would love upgrades weigh more in shaping the character, rather than being trivial.
I have both, I think WS has infinitely more replay value. I played BHL nonstop for about a week, then got bored
They're just completely different games. I personally have spent more hours on BHL lol. I guess its just personal preference
I've noticed too. It's definitely a bug. I also think the cloaked enemies should not reveal themselves until you have removed your stealth. Also when that enemy that fires 2-4 purple shots starts firing, if you stealth after the first shot, the remaining shots seem to target you even if you're stealthed. Hopefully that will be fixed in an update.
On a seperate note, has anyone been able to get skullhack since the update? At forge upgrades, all I seem to get is Bane of Bones or Duskhander and this is from about 40 playthroughs with warrior. Definitely something is playing up with the forge random generator.
Well, to be fair, this is not exactly an RPG. Also, the Forge upgrades change the style of characters A LOT. To the point that if you don't adapt to the differences you can throw an otherwise good run through the window. The six charcters themselves play very differntly from each other, and that adds a lot of replayabilty. I'll admit, though, that once i finished Lab with the Warr my desire to play WS has dropped a lot, even if i have still 3 characters that have yet to beat Gold. The ultimate reward in this game is the one you give yourself, which the game itself may aknowledge with a tiny pixelly medal at the start screen.