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  #21  
Old 03-19-2012, 12:02 PM
gildedskull gildedskull is offline
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Originally Posted by Emos View Post
Wow is hard to believe the the lyrics are randomly generated! The more I dive into this game I realize that there are more complex strategies involved. Can't wait to see Galactic Keep released...
They're randomly generated in that each stanza is 'built' from a set of pre-existing lyrics/lines. There are hundreds of lines that the game pulls from and there are a handful of poem formats.

It's one of the elements that we'll build on when we release updates.
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  #22  
Old 03-19-2012, 03:29 PM
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LordGek LordGek is online now
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Originally Posted by gildedskull View Post
They're randomly generated in that each stanza is 'built' from a set of pre-existing lyrics/lines. There are hundreds of lines that the game pulls from and there are a handful of poem formats.

It's one of the elements that we'll build on when we release updates.
I love when devs put major effort even into these almost irrelevant side bits that make their game so unique.

So, another semi technical question:

Are glowy guys good for anything other than increasing the multiplier? I mean is a glowy guy worth more points or do more damage to a boss when popped?
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  #23  
Old 03-19-2012, 04:39 PM
gildedskull gildedskull is offline
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Originally Posted by LordGek View Post
Are glowy guys good for anything other than increasing the multiplier? I mean is a glowy guy worth more points or do more damage to a boss when popped?
Right now, they are used to increase the multiplier and that's it. We'll consider making them more useful in an update, something like:

- Glowing skulls damage bosses 3x as much as regular skulls.

- If 3 glowing skulls are matched together, they give x2 score (of a standard skull). For each additional glowing skull, the multiplier increases by 1. The multiplier applies to glowing skulls on the current match only.
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  #24  
Old 03-19-2012, 08:00 PM
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LordGek LordGek is online now
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Originally Posted by gildedskull View Post
Right now, they are used to increase the multiplier and that's it. We'll consider making them more useful in an update, something like:

- Glowing skulls damage bosses 3x as much as regular skulls.

- If 3 glowing skulls are matched together, they give x2 score (of a standard skull). For each additional glowing skull, the multiplier increases by 1. The multiplier applies to glowing skulls on the current match only.
That would be cool! Add even more strategic layers to gameplay!
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  #25  
Old 03-20-2012, 12:58 PM
gildedskull gildedskull is offline
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Default More Details!

More game details:

★ A free life is granted every 400,000 points.

★ Blood Bats always appear out of destroyed giant boss skulls!

★ The circle in the lower right is the spawn button. You can tap it to spawn a new group of skulls. There's also a ring within it that will show you when the next group of skulls is about to appear.

★ Every skull that's outside of the circle will decrease your health by a tiny bit. The more skulls outside of the circle, the more health you will lose! Bosses that are outside of the circle will drain a lot of health.
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  #26  
Old 03-20-2012, 03:06 PM
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Originally Posted by gildedskull View Post
More game details:

★ A free life is granted every 400,000 points.

★ Blood Bats always appear out of destroyed giant boss skulls!

★ The circle in the lower right is the spawn button. You can tap it to spawn a new group of skulls. There's also a ring within it that will show you when the next group of skulls is about to appear.

★ Every skull that's outside of the circle will decrease your health by a tiny bit. The more skulls outside of the circle, the more health you will lose! Bosses that are outside of the circle will drain a lot of health.
Whoa, good to know, so to avoid the health leak I need to keep stuff in the circle! I had no idea it was based on their location and not simply their total number at the moment.

Although it seems a bit ironic that the Stun Grenade will push many skulls out of the circle while, at the same time, you say that at that point the damage leak is temporarily suspended.
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  #27  
Old 03-21-2012, 06:57 PM
gildedskull gildedskull is offline
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Default HD Video of Skull Smasher Gameplay

Posted here first!

A full level of Skull Smasher gameplay on the 'HARD' difficulty.

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  #28  
Old 03-22-2012, 05:29 PM
gildedskull gildedskull is offline
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Default Price Update

We've decided to lower the price of Skull Smasher for iPad to $.99 in the US!

An iPhone universal update is currently in the works!
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  #29  
Old 03-28-2012, 02:42 PM
Tommi654 Tommi654 is offline
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To reach very high scores you should try to use the spawn button on the lower right side to quickly raise the multiplyer in early levels when there is still no danger to die from many skulls. When at multiplier 12x try to survive and after every levelup when the multiplier decreases by one stage focus on reaching the 12x again. Now beat my score ;-)!

I also have to say that the soundtrack is simply the best ive heard in the appstore. Great heavy industrial riffs. Awesome!!!!
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  #30  
Old 03-28-2012, 03:03 PM
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LordGek LordGek is online now
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Originally Posted by Tommi654 View Post
To reach very high scores you should try to use the spawn button on the lower right side to quickly raise the multiplyer in early levels when there is still no danger to die from many skulls. When at multiplier 12x try to survive and after every levelup when the multiplier decreases by one stage focus on reaching the 12x again. Now beat my score ;-)!

I also have to say that the soundtrack is simply the best ive heard in the appstore. Great heavy industrial riffs. Awesome!!!!
Nice strategy!
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