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  #101  
Old 09-30-2012, 10:01 AM
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Syen Syen is offline
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Quote:
Originally Posted by Galois View Post
Just wanted to post about how much I'm enjoying the game. Between this and super hexagon, I'm spending all of my time on iOS games!
You really honor me sir! I will make sure next week you enjoy it MUCH more
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  #102  
Old 09-30-2012, 10:36 AM
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Syen Syen is offline
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As promised guys here is the video showcasing the new tile drop animation featured in Dungeon Story 1.1.0! Enjoy and please give any feedback for improvements


Youtube link | Pop Up
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  #103  
Old 09-30-2012, 10:41 AM
retr0spective retr0spective is offline
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Originally Posted by Syen View Post
As promised guys here is the video showcasing the new tile drop animation featured in Dungeon Story 1.1.0! Enjoy and please give any feedback for improvements

YouTube: video
Syen, that looks perfect! Your game is continuing to develop very nicely. Thank you for including us in your creative process.
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  #104  
Old 09-30-2012, 11:35 AM
Royce Royce is offline
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It looks like 1.1 will be pretty awesome. Nice work
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  #105  
Old 09-30-2012, 11:35 AM
Tastyfish Tastyfish is offline
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The videos tile dropping is great.

Still I would prefer never to see another screen pop up, except possibly that a new monster popping up announcement.

If you could have the monsters damage just happen at the top of the screen, it would help keep the immersion of the game.

I basically want to study the board at all times without any interruptions.

I know that you have championed that there are many many RPG elements within this title, but I'm not appreciating them currently because my focus on the animations is stalling my enjoyment of the actual game.

Just my 2 cents because currently it is hard to see what this game brings new to advancing this hybrid genre of RPG/matching.
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  #106  
Old 09-30-2012, 11:36 AM
hellscaretaker hellscaretaker is offline
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Quote:
Originally Posted by Syen View Post
As promised guys here is the video showcasing the new tile drop animation featured in Dungeon Story 1.1.0! Enjoy and please give any feedback for improvements

YouTube: video
Thats loads better not flicking between screens, and before anyone starts saying this is a rip off etc etc, its not as WE the gamers have asked to put this feature in as WE are used to this style of game play and also its better on the poor old eyes..

Im going to buy this just cause this dev whos one person took the effort to listen to us and fix the issues we have with the game well done.
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  #107  
Old 09-30-2012, 11:44 AM
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Syen Syen is offline
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Thanks for the nice comments guys!

Quote:
Originally Posted by Tastyfish View Post
The videos tile dropping is great. Still I would prefer never to see another screen pop up, except possibly that a new monster popping up announcement.
I promise you I will check if I can somehow show it differently! The main thing is for announcements such as monster abilities, they have to be somehow visible for the player, not sure if there could be some better way for that?

Quote:
Originally Posted by hellscaretaker View Post
Thats loads better not flicking between screens, and before anyone starts saying this is a rip off etc etc, its not as WE the gamers have asked to put this feature in as WE are used to this style of game play and also its better on the poor old eyes..

Im going to buy this just cause this dev whos one person took the effort to listen to us and fix the issues we have with the game well done.
Thanks for the support mate, well appreciated!
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  #108  
Old 09-30-2012, 12:12 PM
DaviddesJ DaviddesJ is offline
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A few comments.

I find it harder to trace chains than in Dungeon Raid. I'm not sure exactly why. Often when I try to trace from one tile to another to a third in a triangle pattern, my finger seems to cross back over the first tile and so it "undoes" my path. When I'm trying to play fast I often end up with shorter paths than I intended. Not so much as to ruin the game, but it's a bit frustrating.

The game itself may be just too grindy for my taste. Since the enemies get stronger but the gold rewards and experience values don't get any higher as you go deeper into the dungeon, you actually gain gold and experience faster by just intentionally dying when it starts getting hard, and starting over. I think people get more of a sense of satisfaction if they are rewarded for going deeper into the dungeon, rather than punished. I know a lot of the balancing has already been done, but if the value of coins and the experience value of monsters increased as you went deeper into the dungeon, rather than staying constant, that by itself would have a big effect, because then you would be really trying to get deeper in order to increase your strength faster. As it is, I don't even care whether I die. That's probably the thing that concerns me the most, so far.
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  #109  
Old 09-30-2012, 12:15 PM
Royce Royce is offline
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Quote:
Originally Posted by Syen View Post
I promise you I will check if I can somehow show it differently! The main thing is for announcements such as monster abilities, they have to be somehow visible for the player, not sure if there could be some better way for that?
What about flashing that info over the item/pause area instead of the game board since those buttons can't be used between rounds anyway.
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  #110  
Old 09-30-2012, 12:17 PM
DaviddesJ DaviddesJ is offline
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Oh, another thing that I would change is the dimming of the icons that don't fit the path you are tracing. On the one hand, showing only the icons that can fit into the path is quite helpful in building the longest path quickly. But what I would like is to dim them by less so they are still somewhat visible, this is especially relevant if you're thinking about what the board will look like on your next turn.
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