Finally beat that dang butler in the cursed hallows! Even at that small task, I feel invincible. Now on to some hat finding. Still don't have one!
first off thx kepa and team for the best game on the app store. second, are the entrances to secret areas just the crumbling wooden wall tiles? or are there some that are off to the left and right like in mage gauntlet?
This has probably already been asked in the 191 pages of this thread, but how many megabytes does this game take up once installed? I'm finally gonna be able to buy this baby tomorrow when I buy my first itunes card in YONKS!
Jesus. Was locked in, full health, 4 battles into level 7 with a haste, potion, and 2 time circles. Thought I was about to do it finally...then money bag room. Dash...'Horizontal row of mines, haven't seen that before!'..dash up..entire screen of mines..dead..'Oh, I see.' Love it!
I haven't found any off to the left or right, but the ones I have found *are NOT* always the crumbling wood texture. Sometimes it's an "off" color also, you know like an old school game; same texture just a bit darker and doesn't look 'right', yeah...
No hats at all???? You need to fix that! No proper dungeoneer should be without a slime hat or the nasty boar skin hat
45.5 MB for the app itself. Mine's Documents & Data is currently 16 KB. It's so small in space, yet so big and awesome. One of the developers said they don't want people to see that it's a $5+ game with IAP and instantly go "Nope, no buy!" This isn't the only game by this company, and some have IAP. You could throw money into those, right?
I can check. These are pretty good ideas. In fact, we're already doing the second idea at some point. Should be stronger with warrior's gift. Maybe it's a bug. Though in the first update we're going to get rid of the health potion upgrades anyway, and just make potions naturally stronger like they're fully upgraded. They're rare and always will be. Shouldn't be quite THAT rare though, if you're picking up items. You quickly alternate between stabbing and up-in-face dagger throwing on a single target. IAP is too troublesome due to the IAP VS NO-IAP CIVIL WAR. We'll keep updating if the game keeps selling well.
I know some people have suggested these things, just an idea how to maybe implement them - just have a small place in the middle of the bottom of the screen that says how much money you have and what floor you're on. You could even toggle it off if you wanted, I guess. Something like that wouldn't be distracting or intrusive though. I'd also like it if a hat would stay equipped when you play consecutive games, but that's just a minor thing. Anyway, fantastic game. Can't wait for the updates.
First time in this thread so I am probably over-reporting things but just want to say Adventurer not only sucks but he has a glitch if you try to swing sword right after activating the lantern, he will sometimes hang up and freeze, which, if you are in a situation where you need to use the lantern and then immediately swing, CANNOT BE ALLOWED TO HAPPEN. Floor number in pause screen PLEASE. I absolutely adore the design of this game and it is easily the finest action roguelike (roguelite whatever) I have played. The combat is so tightly tuned I can't even describe all the ways this game works wonderfully*. It fixes almost every problem I had with Mage Gauntlet in spades (Sadly at the cost of boss variety but I'll take what we have.) and it is probably the only Iphone game I've played in ages that I would call a "real" game apart from Agricola or Lords of Waterdeep. I cannot wait to play this on PC. You bet your ass I'm double-dipping. Baron Amaranth is a jerk and has stopped me dead too often. How am I supposed to read and evade his multi-swing combos? Humphrey and the last boss are a lot less brutal than that old geezer jerk. And, last thing, if Kepa is here, WS is so good I forgive you for that asshole ending cliffhanger in Mage Gauntlet (I mean, I didn't expect the loveable idiot girl to WIN but still, damn.). And all the awful wall-humping I had to do to read all the notes in that game. *My only big issue? The consumable ammo abilities apart from the shield all fit right at the borderline where they're just on the razor's edge of being useful and useless so that having a full assortment of them does not often grant you a huge advantage. That said, the limited quantity of them makes you want to hoard them. This creates a situation where you always want more of them but you never actually find a huge benefit from having them.** It's still probably the best for design but it always leaves a weird taste in my mouth being driven to collect something that's only a slight edge. That's really the issue, the psychological drive to collect vs the lack of reward for having it. I think the design remains sound. ** Shield's an exception of course.
Irritating thing: the third dungeon isnt so hard anymore. I go with plenty of health, feeling good until WHAM sudden small room with 5 thorn warriors, reviver and some shooters. Instant death.
Is it just me or is it an utterly awful idea to use most sword charge attacks? Warrior and Adventurer have no other use for the stamina but apart from making blitz runs on hordes of dudes you're kiting around the room it seems like a weak option that just throws you into danger. Spellsword seems like he should almost NEVER do it. His dash is just too damn useful to trade it for a stun. His charge does not have the arc needed to ensure a safe landing anyway. For me it's the exploding cultists but, yeah, dungeon 3 swings a LOT on if you get a trap room or two. That said, spawns get worse the further down you go so you should expect to have to deal with one or two really lousy rooms before you get to put that SPOILER to bed.
How do people know enemies name ? The only instance i've known is when they kill me and the name appeared in tombstone
Hover over them with a targeted spell, die to them, etc. That's the only way to find out that three hit shooter of the thorned enemy set is called "Thorned Pissed Off Balloon" or the cloaking thorned assassin is called "Thorned Nigh-undodgeable Douchebag"
1. Interesting about the glitch but the Adventurer definitely doesn't suck. 2. I guess if you aren't getting a sense for his patterns, you should just wait until he teleports and dashes and hit him, then just run around evasively until he does it again. Also in general, he brings his sword out before he makes an attack, so there's fair warning. 3. Did you see the extended ending after Master Mode. Not that it provides more answers so much as more questions, but it is a bit more satisfying. I second the wall-humping craziness.
I did see the extra ending after the nightmare that was getting back through the tower on Master. I liked seeing that SQH character back too. There's fair warning for Amaranth's attacks but if you're at close range, his slice-swoop-slice-swoop-slice combo will just nail you the second, third, and maybe fourth times and you don't stand a chance of juking any but the first. At least if you don't see it coming, which I never do as I haven't had more than about four or five fights against him so I haven't got a read for his patterns. And you kinda HAVE to be close to hit him, well, apart from that ONE class.