Those digging things, something-wurm, right? I encountered those my first play. A room full, lots of bullets. They don't do as much damage as normal enemies, but I didn't expect such an encounter in the first area. I managed to survive.. I died before the next area though, the first time anyway.
It adds clutter, the point of the game is to be smart, skillful and tactical, there is no need for a power bar, you beat them when you beat them.
Still nice to see how close I am to winning. Or if I am doing better than last time. I prefer having a boss health meter. I can be smart, skillful and tactical with a boss health meter. There could be an option for it, then everyone's happy.
Yeah! Well, when I beat up someone in real life, he doesn't have a health bar above his head either, so I never know the exact point of time when he will go down.
With the first boss I don't feel the need for a health bar, it crossed my mind but I don't think it's necessary. Haven't gotten to the second, but I think the lack adds to the intensity of the fight. Also found out today that the warriors glass sword upgrade doesn't break knight shields... so be careful with that upgrade in the tower.
Yup. I don't like them when they appear along with other enemies, even if it's just a single one, but a room filled with those suckers? UGH.
You kind of do, though. In real life you can tell a lot by bruises, bleeding, limping, etc. Can't tell anything from a bunch of sprites. In Monster Hunter the enemies flee, limp, get new moves, etc, so you have a rough idea of how much longer until it goes down. Health bars aren't very elegant, but there are other ways to inform the player. A lot of 2D games deal with this by changing the boss's color, giving new moves, making it faster, etc.
Absolutely. Myself and JackMule have beaten the game with warrior and mage respectively. Btw congratulations with the perfect ratings on TA and PG Kepa! It's totally GOTD ('D' for decades) material!
Any tips on the swiping? I'm swiping up and down like instructed but the game seems to register that maybe only 50-60% of the time :/ i dont feel like im doing anything wrong (iphone 5, ios 7.1)
Despite the rave by TA I can't see why I should get this? It's just a dungeon crawl isn't it? From the review and video I can't see anything unique about this. What is better about this that I should fork out the cash?
Right. I think the first boss started using a new move near death, but I would still like to see a health meter since it's more precise.
Hey everyone! Although I'm not so fond of rogue-like games, I'm nearly at the point of buying this one. Sorry if it was mentioned before, but as I read in the review, we can use the gold to permanently upgrade the heroes between different runs. Does that mean that there's a way to getting stronger from game to game permanently, or are these upgrades just temporary "one run" upgrades? My main problem with rogue-likes is that I always have to start from the beginning with the same low leveled character, but if I can make them stronger here, then this can be the rogue-like I would probably enjoy.
I'm not quite as enthusiastic about WS as most, but there are a few aspects that are rare or unique (and quite excellent) about the game: *The combat system is truly twitch- and skill-based. While there are persistent upgrades and some few items which directly increase melee potential, player skill is truly prevailent. And this is no simple masher. In addition to timed and precise attacks and spells, you'll be dodging, blocking, exploiting openings and countering, all with split-second decisions. In most encounters, half a second of indecision is enough to land you in trouble. The well-made controls offer a great deal of precision and manual command, and lead to battle mechanics that rival most desktop titles in reliance on skill and precision. *The story and narrative (of which there is more than what is first apparent, and LOTS more than any roguelike I've come across, and rivals many other action-RPGs) is told through a combination of still frame cutscenes, random in-game encounters (ghosts of fallen warriors and miners who repeat scenes from their lives, run-ins with named characters, cameos from a certain hero of old, etc), and story encounters with relevant dialogue. As a vessel for storytelling, this combination is both uncommon and very nicely implemented, which leads to a fragmented and portioned narrative that suits the roguelike format and the platform truly well. *Seven different characters offer replay value similar to games in the roguelike genre (and more than most action-RPGs), but with entirely different narrative perspectives (in addition to the mechanical variety which is common to playing through RPGs with different classes/builds. The differences in mechanics and playstyle between the seven characters is also quite drastic). Also, the game has to be overcome with every single character for a total understanding of the plot. *The mix between action-RPG and roguelike is, in itself, rather innovative.
Randomly generated dungeons, MANY different enemies, challenging difficulty (although sometimes it's just crazy), beautiful pixel art graphics with very cool lighting effects, different characters, etc etc etc If you like dungeon crawlers you should get this. Oh, and HATS.