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  #251  
Old 07-18-2011, 11:33 PM
Greg G Greg G is offline
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I think the skills should be based on the new tree (awesome by the way!) and not selectable at load up time. The weapons and item masteries would be great as selections. I agree that it should not be absolute but it should slant the odds toward getting what you have selected.
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  #252  
Old 07-19-2011, 12:02 AM
FPE FPE is offline
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I like the skill tree, but please do not let us decide the drops! This is supposed to be somewhat random so that we have still some surprise in the game .... Otherwise we end up picking always the loot we like the most and the game gets boring.

To the guys saying this feels like a paid beta .... Well, the game is worth now. Yes it has a few bugs, but honestly I played it all with my Mage Nd did half replay without a single bug!

To the devs .... I am now playing with the moustache guy ... Does it have big two hand swords??? If not, add please!
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  #253  
Old 07-19-2011, 12:06 AM
Misguided Misguided is online now
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Evan, I don't really see loot as big an issue as skills. As you move through the game, you start getting gear with more multipliers, so it isn't that big of a deal to get something good. Now if you want to have a thing were you could select a preferred modifier or two to show up more often in a particular dungeon, that might be cool.

In a game like this, I prefer a design where there are always too many choices to make. The biggest issue is running out of choices to make in terms of skills and upgrades to buy.
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  #254  
Old 07-19-2011, 02:22 AM
dannythefool dannythefool is offline
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Quote:
Originally Posted by Evan.Greenwood View Post
What do you guys think about having a load-out screen before each quest choosing the sets of weapons and skills you want to take with you on the quest?
One option, keeping the spirit of the game as it is, could be a simple button that lets us choose a preferred type of attack, e.g. the battle mage could pick one of fire/ice/lightning/poison or something like that. The game would then insert a handful extra items of that chosen type. I don't think it would change the feeling of the game too much, but we could unlock everything and still play one favourite style most of the time...

Another option is, of course, I'm just going to go ahead and say it, keeping the four equipped items between adventures.
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  #255  
Old 07-19-2011, 11:18 AM
Rage1776 Rage1776 is offline
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Quote:
Originally Posted by Gabrien View Post
The more I read this thread and posts like this, the more I feel like I didn't purchase a game but instead signed on for a paid beta. So many bug fixes, so many core changes to gameplay... Ok, on the one hand it's nice the developers are so active, but on the other I'd hardly want something like this becoming the norm.

Pfft, I've gotten a solid 30-40 hours of joy out of this and I haven't even touched the blade master yet. Stop being so picky, it is a steal at $5 and an amazing deal at $3.
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  #256  
Old 07-19-2011, 03:13 PM
JCat JCat is offline
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Not sure if this was mentioned early in the thread, if so, my apologies, but something really weird happened in my game last night:

Playing as Battle Mage, things went smooth up to the level left of the Dragon's Lair (Snake brothers or something like that). I got to this long lava bridge where two snakes men (not sure if these were the end bosses?) were waiting to crush me as the screen does its cinematic pan out with the usual boss dialogue. After a second, the battle usually commences and the screen returns to player control. Instead, the screen remained zoomed out as the snake dudes set forth to attack. The screen finally dropped back to my character control, but I was already near death!! They were clobbering me while still zoomed out in while I had no on-screen controllers. GRRRrrr!

Oh -- playing it on an iPad 2
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  #257  
Old 07-19-2011, 03:21 PM
Evan.Greenwood Evan.Greenwood is offline
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Quote:
Originally Posted by LordGek View Post
I'm not a big fan of being able to overly customize the drops as I far prefer the variety and could see some optimal strategy would be to really limit the drops to a few favorites which, in turn, I believe would make for much more tedious gameplay (less about exploration and more about configuring tne ideal setup from the beginning).
I feel the same way. I think the game is a lot more enjoyable when it throws all of the items at you and you have to make more interesting decisions as a result... That kind of feels like the spirit of the game.

I might add some special items that require multiple unlocks to drop, which will benefit players who have unlocked everything. I'd prefer to incentivize diversity rather than allow self-censorship.

Another thing I could do... although it's not necessarily a good idea... is add challenge maps. If one map had no healing on level-up but dropped lots of vampiric items that could be interesting. Or a map where all the enemies are really tough but can be knocked off cliffs using knockback effects. These kinds of maps aren't really the point of the game... but for anyone who likes to try for highscores or enjoys particularly focussed builds they could be fun...

Quote:
Originally Posted by Gabrien View Post
The more I read this thread and posts like this, the more I feel like I didn't purchase a game but instead signed on for a paid beta. So many bug fixes, so many core changes to gameplay... Ok, on the one hand it's nice the developers are so active, but on the other I'd hardly want something like this becoming the norm.
There is an update that has been submitted that will fix a bunch of the bugs people have experienced. I agree that I wouldn't want this to be the norm. Our release was a bit of a botch up and for those that had a bad time because of it I'm truly sorry. This is certainly not something I ever intend repeating.

But I wouldn't want the additions to the game to make it feel beta-like. Most of this really will be additions, and not changes to the gameplay. We actually went massively over budget on this game already, but because we're getting a fairly positive reaction, and we like the game ourselves, we're trying to add to it.

I appreciate all of the feedback that all of you are giving. If this forum is not the right place to rebound ideas off the community or to talk about future updates then please let me know. (I'm not certain about the etiquette at TA).

Quote:
Originally Posted by JCat View Post
The screen finally dropped back to my character control, but I was already near death!! They were clobbering me while still zoomed out in while I had no on-screen controllers. GRRRrrr!
Yikes! I think I've sorted this one out in the update. That's not at all fair. Hope you survived?

Last edited by Evan.Greenwood; 07-19-2011 at 03:25 PM..
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  #258  
Old 07-19-2011, 03:33 PM
JCat JCat is offline
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Quote:
Originally Posted by Evan.Greenwood View Post

Yikes! I think I've sorted this one out in the update. That's not at all fair. Hope you survived?

LOL, nope - already used my ankh (or whatever it's called) and my neck apparel which collected souls for an extra life did not have enough collected. Back to the beginning of the level. I'm the type that would have tossed the game aside for good - particularly with having to start a level over with no fault of my own. This game, however, is worth the bit of pain (and it's always fun to watch lots of baddies exploding all over the place).

Oh, and may I say I can't believe the amount of chaos on screen with no slow down! This is really a show off piece beside being great game.
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  #259  
Old 07-19-2011, 08:20 PM
Abi646 Abi646 is offline
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Can't wait for this to come out for iphone!
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  #260  
Old 07-19-2011, 09:49 PM
Rage1776 Rage1776 is offline
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Just beat it using the ranger. Was great, barely beat it.

Two more suggestions for the ending.

Let me get out of the cubbyhole before the dragon fires off his first shot.

2nd, don't prompt me to tap to continue as soon as the ending starts, I almost missed my trophy moment.
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