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  #711  
Old 02-02-2013, 08:07 AM
Simo Simo is offline
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iPad (3rd Gen), iOS 5.x
 
Join Date: Dec 2012
Posts: 10
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6.0, iphone 4.
i tried with or without game center, but i get the same result.
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  #712  
Old 02-05-2013, 03:37 PM
slammajamma28 slammajamma28 is online now
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iPhone 4S, iOS 6.x
 
Join Date: Feb 2013
Location: DFW
Posts: 319
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Is there a way to know how active the Arena actually is?

I'm located in Texas, USA and I've tried on multiple occasions to get a match going. But have only succeeded 3 or 4 times.
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  #713  
Old 02-08-2013, 11:31 PM
Zathrus Zathrus is offline
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iPhone 4, iOS 6.x
 
Join Date: Oct 2011
Posts: 22
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Picked this up a couple days ago and loving it. I won't say that it's better than Dungeon Raid, but it's not worse either -- it's just different, and after reading through this entire thread that seems to be what the dev was going for.

I've only played with the current (v1.4) version, and it seems that some of the really deep runs were made before some of the current tweaks. I don't see how anyone could get 200+ deep in a dungeon right now given how rapidly the monsters scale up -- even in the first dungeon by the time you hit around 150 they're hitting for more than half your health each round (or at least, they were for me).

A few observations/suggestions:

1) The Greed ability from the merchant doesn't scale well (as has been said before). Either it's overpowered in the first dungeon, or it's underpowered in later ones. This is doubly true given that later dungeons have much higher purchase costs than the early ones. My recommendation for fixing this is pretty straight forward -- Greed should be a multiplier against the base value of the coins in the dungeon ( base * (1 + greed_skill) ). This gives you the exact same behavior in the first dungeon; in the 2nd coins are worth 2 initially. Then 4 w/ 1 skill, 6 w/ 2 skill, etc. The third dungeon goes 3/6/9/...

2) The +HP items (amulets) and trainer skill (Vitality) are worthless because, again, they don't scale. It's not too unusual for the items, since none of them are percentage based (you could argue the sword/book scale since they increase damage per icon), but nearly all other skills are percentage based, so it would make more sense for Vitality to be +1% HP per level than +10 hp per level. As it stands there is simply no good reason to put money into either one of these.

3) As has been noted some of the quests are badly skewed. "Beat 3 bosses" is probably the easiest one to do right now, and can be finished in 6-8 turns with little risk. "Defeat a dragon" is nearly impossible and should probably be worth 75 pts (it's harder than defeating 15 monsters, but easier than defeating 25).

4) In the same vein, there's the continuing issue with the reputation bar needing to be increased beyond the visible end after the 2nd "level". And while I know the dev said the requirements on the reputation increases are exponential, could the exponent be scaled down some? Particularly since the quests scale in difficulty, but the rewards remain static.

5) Would love to see more quests. Ideas -- Last X rounds without killing. / Kill N monsters in M rounds. / Kill X monsters using only magic|melee.

6) More special monster / boss abilities. Hoarding -- no gold (or gold gains if thief) appears while fighting. Shieldbreaker / Alchemist / Teetotaler / Landlubber / Invisible / Deaf -- Disable items other than bomb (shield / potion / brew / rune / mirror / flute respectively).

7) Perhaps bosses should have two abilities instead of one. Right now they're not particularly hard -- just a slightly more difficult "special monster". I fear a dragon special more than I do an average boss (unless that boss has dragonfire or reflection).

Great game though -- and as a programmer myself I can appreciate all the time you've put into this, particularly post release!
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  #714  
Old 03-24-2013, 07:46 PM
Enriana Enriana is online now
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iPad mini, iOS 6.x
 
Join Date: Nov 2011
Location: East Coast, US
Posts: 334
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I'm really enjoying the game, but confused about a certain quest - "use a third rank item". What exactly is a third rank item? Is it the things you unlock after bomb/potion/shield, or does it have something to do with the Merchant, or something else altogether?
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  #715  
Old 03-25-2013, 09:33 AM
slammajamma28 slammajamma28 is online now
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iPhone 4S, iOS 6.x
 
Join Date: Feb 2013
Location: DFW
Posts: 319
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Quote:
Originally Posted by Enriana View Post
I'm really enjoying the game, but confused about a certain quest - "use a third rank item". What exactly is a third rank item? Is it the things you unlock after bomb/potion/shield, or does it have something to do with the Merchant, or something else altogether?
When you match hearts, or swords, or magic, the little red bar in the middle near the top fills up. When it is completely full, you have a 3rd rank item. The items are the bombs, healing, etc. at the bottom of the screen.
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  #716  
Old 03-27-2013, 08:20 PM
Enriana Enriana is online now
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iPad mini, iOS 6.x
 
Join Date: Nov 2011
Location: East Coast, US
Posts: 334
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Quote:
Originally Posted by slammajamma28 View Post
When you match hearts, or swords, or magic, the little red bar in the middle near the top fills up. When it is completely full, you have a 3rd rank item. The items are the bombs, healing, etc. at the bottom of the screen.
Oh, thanks a bunch! I never even thought of that.

I'm currently level 53 with 3 dungeons unlocked and was curious.. what's everyone's playing style? Do you just do dungeon runs, or focus on quests? Do you stay on one class or switch around?
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  #717  
Old 05-14-2013, 09:28 AM
Pixel_Gamer Pixel_Gamer is offline
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iPod Touch (5th Gen), iOS 6.x
 
Join Date: Feb 2013
Posts: 85
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Anyone knows what happened to the dev? He hasn't updated his twitter/Facebook/website in months...
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