I can totally understand that. However I believe Kepa said something about doing something similar to WS but F2P where you would unlock or buy new characters. Maybe that can be more casual? I just feel any work towards WS should be to enhance the experience as it is and not taint it with the typical casual game play difficulty. Either way, I believe in RC and their decisions.
So I just found myself a sandwich hat, Lol! Still haven't beaten the first boss. I'm determined! So close yet so far away. This game is so unique guys, it's not just the beautiful gameplay / visuals / music that make the game. It's the difficulty that makes you keep coming back for more. Also, for me anyways, hats make me want to keep playing. Something rewarding when finding one I would hate if they trimmed the difficulty, I know some are complaining.
How would a casual mode taint the experience if it's optional? I could understand people being totally against it if it were to replace the difficulty as it is now, but I genuinely don't understand why, if it's optional, people are so against a mode that would make the game more accessible to "casual gamers" whatever that's meant to be. Theres a few who are struggling with the difficulty and to generalise them as casual gamers is a bit dismissive, to me, it's like calling someone thick for not being able to complete a puzzle that I can. I've put at least 20 hours into this game and still can't get past floor five of the mines, and I've seen one hat and potions seem very sparse whereas other have several. I'm not fussed if a new mode gets added or not as I'll probably stick with the current difficulty as I'm a stubborn mare. I will keep at it and I will get past the mines, it's just gonna take a lot lot longer than most of you, nothing casual in that.
Yesssssssssssssss. I beat the first boss with the rogue. I'm so happy right now. I got a hat in the process as well!
wow, i can't imagine the life decisions people like that make, they are so out of touch with reality and quality is vs a steaming pile of crap. Their thought process must work something like this.... "Your brand new car sucks, mine is much better and it only cost me $6 bucks to make it nicer than yours!"
Just beat the first boss with the Mage after 6-8 tries! Wow the sense of reward is amazing. I also found another hat right before. awesome stuff.
Cool tips. We need to add a visual indicator for the fake out ability. It pretty much slows down their attack response times for a short time. The shield's great, you can really turtle behind it. Not sure when the 20 floor dungeon update will come out, it's up to Apple. We're submitting it really soon, probably Monday. Then we're working on the second update, with Endless mode and MFI support and other surprises. Then we're probably taking a break until the PC version is out, at which point the third update (maybe fourth if we split it into two) will have a lot of new content from the PC version. All this "don't upgrade warrior" talk reminds me that I don't think we made a warrior weapon that was simply "the default sword, but better". Woops! His shield and axes/armor are completely worth upgrading though. Maybe not from the main menu, but we'll make it so the game remembers what hat you were wearing last and won't un-equip it anymore. Stats and Bestiary were planned, but cut for time. May put those back in for PC version? Haha his health bar is MASSIVE. I think we may do an update that reduces it, making it possible but really unlikely. Also all you get right now is a weird little line of text, we'd also have to add a better reward for it. At least a cheevo. 1. No 2. Ok, first update. If not a setting, then just making it better on the bigger iPads. 3. No probably not. The weaker bombs drop more frequently to offset how Rogue constantly gets item drops. 4. Maybe! 5. We could but not sure on this one. Might mess up balancing. Easier to just make the upgrades less expensive, if we have to. 6. Cultist can throw daggers, for energy. We should probably up the drop rate a little or something like that. We need to put that fish in. Probably not doing a casual mode. We may tweak difficulty later on slightly, and we also plan (at some point) to add monster shopkeepers that will have an overall effect of lowering the difficulty a bit (since you can buy limited health and such from them, maybe one extra life too). The F2P one would probably let you buy/find extra lives in the dungeon, but otherwise be just as difficult. Maybe more. Thinking of making the F2P one a little more grinding based, too. Like actual +damage upgrading. More of a typical RPG system.
Well there would be temptation to switch to casual mode if you get frustrated with the game. It would make the game less awesome for people like me. Who can't resist the urge.
Okay, played the game for a while, kinda liking it so far, but the rogueness and high difficulty gets tiring pretty fast, so I'm not sure I'll play it for long. I'm totally for a casual/easy mode, because the story really interests me. All in all this is a good game, but gets on my nerves very fast.
The bold text concerns me a bit. But again I have faith in your direction. I just love the balance and difficulty as it is. Kepa - I will add one suggestion. A mode where no passive upgrades allowed. So that it's purely skill, and no upgrades to compensate. Completely even across the board. Maybe in endless mode?
So just a quick question, beat the first area now my Mage has a medal on the character screen. There's room for a total of 6 medals, does that mean there will be 6 areas in the future? Also I LOVE the fact that only my Mage got the medal. So much replay value here. Going to beat it with every class Why does everyone think of the adventurer? Haven't tried him yet.
We'd have cheevos for not using a shopkeeper, and maybe a special gravestone for that run or something like that. We'd also limit the amount of things you could buy in a run.
You should have an option for on/off. Endless mode would be tons of fun being ABLE to upgrade. So those who don't want forges could turn that option off. If someone can, 3-4 posts up I had a few questions. Kepa, I see there's 6 sections for medals per character. I beat the first boss which gave me 1 medal, does that mean there will be 6 areas in the future?
One thing that I love about the randomness factor is that you can get a free floor xD Just like below (and I know I didn't miss anything too important since I just passed a forge floor and well I still went and explore for the funzies ). I am currently at the exit, and the entry point is just a bit down south. Also I had No monsters to fight on my way up there.
Four of them are for beating the four areas, one is for buying all the upgrades for that character, and one is for getting all the achievements for that character.
Well that sounds cool. Would help check the balance there. My suggestion was entirely separate from the mentioned additions though. Either way...Good times. Edit: My train of thought comes from the perception that passive upgrades somewhat muddys up the skill factor, making one question what helped complete a tough area. Was is the upgrades or was it my better skill? Also, especially in an endless mode, if you got better with passive upgrades, the first floors might be way to easy once maxed compared to straight up with an even difficulty curve.
1. great news! 2. if you upgrade his weapon you can't break the knights shield anymore. and i just wrote some tips for ppl who can't beat the dungeons, is better if they just play to master his moves/skills first. anyway, for me is better without the forge upgrades. 3. i tried to beat the intro boss like 20times but don't really know how close i was, i hit him many times, also used all the swipe attack/defence skills on him but feels like his life is unlimited maybe i'll wait the update and then try again thanks for the answers