i've collected almost 90hats and these two are the only slime hat i found so far in the 3rd dungeon there is a treasure room full of slimes: some looks like the bull slime but insteed of purple their color is blue, there are some splitting slimes too that looks like guys and pop out babies and the babies pop more babies maybe those hats are in chests too
So apparently you can just skip fighting Humphrey altogether with the right timing. I'm going to check to see if this works on other bosses too. EDIT: The last ones you mentioned are indeed represented as a hat (Primal Mask). There are also a couple of other slime-related hats, including slime hair (Slime-do). The Cranium Slime you found is the boss hat from the Prince of Slimes in Mage Gauntlet, if I remember correctly. I collected that recently as well, and I think it was my 100th hat.
Right after your first line of dialogue, there's a brief event where Humphrey drops into the room. You can actually move while this is happening and dash through the door before it closes. I used Time Dust to give myself a speed boost right before I entered the room, but you have enough time that I don't think it's necessary. You might be able to use it to get through with characters who don't have a dash move, though.
I haven't been bothered by the timing, but swipes have nearly stopped working for me. Swipe up and down (on iPad) both worked flawlessly every time when I first played the game, and for several days. (I noticed that the tutorial actually shows a diagonal curve, very comfortable for the thumn, and was pleased that it worked as expected.) Yesterday, swipe actions started failing at least 50% of the time: I'd have to swipe VERY precisely vertically, and any slight angle or arc would simply trigger the usual non-swipe attack instead. Now, just this last hour, I'm finding that swipes are nearly impossible to trigger: I have to do an extra long, straight swipe (impossible to recreate reliably in battle). Quitting and relaunching makes no difference, but maybe rebooting did a bit? Not sure. (And no other apps are affected.) I've tested both Warrior and Mage. (Also the inventory of spells has been acting weird: saying my ammo is full when it's not, etc.) On the bright side, all this testing has shown how nicely the game resumes where you left off! EDIT: And a day later, swipe functions are back! Odd.
I have an iphone 4s running ios 7 and i was wondering if anyone knows how well this game runs with the above criteria? been really looking forward to playing this but ive had bad luck with a few games' performance after upgrading to ios 7.
Hey there! I love this game. I loved mage gauntlet and beat master mode and all that, and it was fantastic. This game has tight controls (for the most part), amazing pixel art (as always), and I even really dig how the story unfolds with the little cutscenes and whatnot! (btw i found lexi! nice! xD) I think my only real criticism (which is an important part of game development), is that the abilities that you upgrade prior to each run are so similar across the classes. If this was your goal, well done, if not, then I would love to see some more interesting ones. Like each character has +crit, something to do with energy (-cost, +regen, which end up being the same kinda thing), and ammo regen in some form. These standard-ish ones I would imagine could be the ultimate that is shared among the heroes, so that they have these core abilities, however I'd love to see more variation in these! The Mage for example could have one that instead of +crit chance, each point increases the width and distance of your main shot/charge shot, or when you cast a spell, the element is added to your main shot for a few moments (with the duration increased with rank of ability) making your main shot different in some way. (think charge shot with elemental enchants in dragon's dogma) Warrior could have an ability that increases his damage for a number of hits after taking damage, maybe for 2 hits he gets X +damage where X is the skill rank. (Oh what about semi-permanent items that take up a consumable slot but offer some small increase (+1 attack to charge, +1 hp max, +5% hat find, +1 to a skill, etc) that are lost when you die, and that you can find in the ammo crates or from an enemy drop! Tapping the item in menu destroys/drops it.) Anywho I could make more off the top of my head, but my post is increasing in length... :X Sorry for the long post, and I must leave saying your game is AWESOMELY hard! Really reminds me of dark souls in the difficulty department, in other words challenging and engaging and when I get hit I feel like its my fault! (and I can't think of much higher praise than that!) Thanks for the awesome game dev! (OH RIGHT, I really really appreciate the fact that this game runs surprisingly smoothly on my 3GS of all things!!! <3<3<3)
Just have the Rogue and Cultust left for level 3. I freaking adore the pre-battle music on floor 9, it's so epic. I love all the music in this game, but that piece feels like a perfect culmination of all your hard work getting to that moment and in preparing for the imminent fight. Just beautiful. On the run I beat 3 with the adventurer, I came across a floor full of waterfalls, which I hadn't seen before. Pretty neat. One glitch I've experienced (and can't repeat reliably, so I have no idea what causes it) is that I'll use my up swipe ability (only occured with cultist so far) and the ability won't activate at all. I can use up all my ammo without the ability triggering even once. Both times this has happened, getting more ammo after full depletion fixed the bug and allowed the ability to work as normal. Extremely annoying when it occurs, but pretty rare. Finally, if the 4th area is going to have more money drops, and some of us are already close to finishing upgrades for the most part, there'll be nothing to spend money on... Expensive hat store, anyone? (New hats created just for the store- no existing hats!)