Mazes are cool unless they have pits instead of walls and 10 books shooting at you from across the void. My best hat count run had me get 2 hats on 1 floor and another on the next (3 total). Most times I get 0. Only pieces of advice are: 1) If you find a maze or some similar floor event (another example is the extremely rare miniboss, Severus), you *will* get a hat if you can beat it. 2) Pray to Anna, the RNG Goddess. On another note (this is for KEPA), I read earlier in the topic that some people find backtracking annoying because walking can be very slow, and I agree. I suggest that you put a "Floor Clear" message like in Mage Gauntlet that appears when you eradicate all enemies on a floor. Additionally, a message appears underneath that, saying, "Saint ____ grants you unyielding haste!", and you're bestowed with an overpowered haste spell that lasts until you go to the mext floor. No balance issues, no hassle in backtracking, not difficult to implement. Seems like a good idea to me, at least Edit: Postscript- Exploding Mines feel really cheap. I must be doing it wrong, because these things just feel completely unfair to me, unlike everything else in this game. You can't disable them or hit them, they do a surprisingly decent amount of damage, and you can't freaking see them until you're about to set them off. They feel especially cheap in the heat of battle, when you can't afford to watch your step for invisible, large-range explosives. Rant revealing my lack of skill over. (Or is it?)
If you mean MFi, that hasn't been implemented yet (but reading through the thread, sounds like it's on the list for the next update). If you mean how the controls work on iPad, people have noted issues with having to make really long swipes to get the offense/defense abilities to trigger. The dev is aware of this and already has a planned fix. On another note: TOP 10 PAID APPS ON THE APP STORE? Must be in another country, but still #12 in the US!! Good job!!
That potion, I think it's called mana of time or something like that, works perfectly for dealing with slime. It's the potion that eliminates any magical projectiles but also works for the slime that spawns green little slimes.
Here's what i've noticed... Hats can be found in any of the chests (larger treasure chests that usually contain coins). Rare Hats are found in more elaborate rooms specifically designed for these hats. Like ASD1234 posted, here is an example of a room that has no other purpose than to house a rare hat. You'll know its a rare hat because those chests have a skull on them. Normal hats are found in chests without the skull on them. In order to find more hats, explore everything... don't just run to the exit of the floor or you most likely will not have luck finding hats. If anyone feels this info isn't accurate, let me know, but i've got about 50 hats, once i started paying attention to the type of hats I was finding and what the rooms/chests looked like it made a lot more sense. good luck!
you're right. i got 10 rare hats from the skull chests and almost 30 hats from the coin chests -this in 8hours of playing. most hats i found in the 2nd dungeon. in the first and 3rd dungeons i found just a few
I'm with you. Same here. Played Thursday, Friday, Saturday and Sunday. Short sessions - long sessions - longer sessions. Hours. But only got 2 hats. It's getting to the point where it is frustrating. Of course it is cosmetic only. But first not get the early adopters hat as a supporter and then almost no hats at all. It's a Rocketcat game. Thats part of the fun. The little comments about the hat itself. The enjoyment to find one (because there is no loot in the traditional sense) and of course the cosmetics. My heroes look the same - ok 2 hats. but still not a lot customization. I really hope that will get fixed with an update...
Ok. Great. I'm falling in love with the warrior. I've beaten the first dungeon (first try). I like that now I don't have to start all over again, so i was wrong in that subject. I've got some advice for beginners: Dominate movements once at a time. I started only hitting and dodging. Once I was comfortable with warrior's speed and range, I add Shield to my repertory. Once I blocked naturally and really exploited my shields, I started charging. I't all about time, like dancing. Once you understand that, try ranged axes. I don't use them much, but it's a great welcome entrance in a room full of those . Learn to know where are all of your enemies, specially those little flying bastards. Hated bats 25 years ago in Zelda, still hate them. Learn that corners are your allies ��, a good cover makes you invincible. Learn that size doesn't mean danger (Again.. those bats...). And the last one: Play as if you were streamed worldwide. Make it beautiful.
I love seeing screenshots/video posts! Not responding to every post specifically though, have other things I need to work on today. Reading the class discussion. Warrior, Cultist, Spellsword are definitely the strongest. Not seeing anything wrong with Mage or Adventurer really. Mage has two really strong advantages for her disadvantage. I wonder if I should make the Adventurer lanterns stronger, though. They were actually way too strong in beta, you could flash a lantern 2-3 times and kill an entire enemy group. Someone said Spellsword wasn't distinct enough from Rogue but I'm not seeing how this is so. Rogue seems like she could use some boosts? Might do this a little for Update 2. Maybe if her Fake Out ability was stronger, that would help? She obliterates bosses, but so does Mage and Mage doesn't have quite such a huge disadvantage versus groups.
i think warrior is stronger even then paladin, at least on bosses -his shield is v powerful the paladin can be better for dungeons with his swipe attack/defence ability but on bosses the warrior shield rules if i had the warrior to fight the intro boss i think i could have a chance;d tried over 20 times to beat it, everytime with full health and full of spells but is nearly impossible with his life bar being so huge i'll try again after the update edit: in the end you need just your skills and a little luck. 'cos all the characters are good enough ):
guys, there is so much information here, people keep asking the same questions, etc. I decided to work on making an FAQ page, it's a work in progress and I will add to it when i have time. If you have information you think I should add - PM me, or post it in this thread. I'll try my best to keep it updated when I have free time. Hope this will benefit everyone in the long run. It's part of my company's website, just made a wayward souls slug that includes the FAQ information: Wayward Souls FAQ: http://grfxpstore.com/waywardsouls
@Kepa Spellsword is PLENTY distinct enough. Only similarity is the slide, really. SS is also stronger - per slash/attack - but no backstab. I've noticed the SS can slide more or uses less energy to slide. So I can usually slide 4 times in a row with the SS and only 2 or 3 times with the Rogue. Maybe that can be upped on the Rogue? I think the lantern could use a slight boost in power, personally. It works great with bats in the first area, but loses its effectiveness later on.
The mage is powerful when you have a good setup/strategy. The tremor garb doesn't give physical attackers a chance to strike you. I think the main problem with the Adventurer at the beginning of a run is that using his lantern is almost never worth using. Usually when you want to cancel magic attacks, there's a bunch of physical attackers running at you, and when you have to run away from enemies your lantern cancels out pretty quick. If you swap it for a shield, however, you just use the same strategy as a warrior, which makes the class much easier to use. Spellsword has a default dash, which completely changes how you play the class compared to the other two sword wielders. The Rogue's fake out is one of my main gripes with her, especially when going against Temerators. Because it only works once on an enemy it negates the whole backstab perk. You also have to really rely on items for mobs as you can't perform a backstab without taking some damage.
Bought and played, er..., died a few times. The game is brilliant. I like having to approach each room carefully and I'm learning the enemy attacks. Never had so much fun dying in a game ;-) Bookmarked the new Tips page.
I've made the most progress as the rogue, and TBH I don't think it needs any boosts. Her dashing ability is really useful and her attacks are good as well. The adventurer is great but I would like to see a small lantern damage boost.
Gifted to a friend and it works perfectly on hers. At first there was a bunch of lag during the intro but it turned out to be because of the Game Center login. Absolutely zero lag afterwards. And this is on a jailbroken 6.1 with too many tweaks to count.
Well add me to the club as well. Killed the boss first time getting to her. The shield really saved my life, still only had one bar of health at the end. As for the spellsword playing like the rogue i really dont think so, the lack of needing a positional attack makes it completely different. Not to mention basic attacks hit multiple mobs, and spells can definitely mess up a room full of emenies.