Hey Mika Mobile. We at Liv Games are big fans of your games. Battleheart looks like the best yet. Hope Legendary Wars does not come out the same week this week because we would not want to compete with you Good Luck!
We're still chuggin' along, patching up loose ends, adding bosses, fixing the occasional bug and making lots of balance tweaks. Some class abilities were a bit over/underpowered relative to each other, and overall the game's difficulty was a bit brutal (as is typical of our games I suppose) so there have been some adjustments there. We have 2 complete bosses and others in the works. We're wrapping up the survival arenas today. Busy busy! We'll be submitting before the month is out.
so ru saying that the difficulty is on par with omg pirates or above or below? because man the boss levels on omg pirates took forever even on normal difficutly(or whichever was the lowest i forget)
We definitely don't want it to be as brutal as OMG Pirates, and so far it really isn't. The pace of Battleheart is slower by nature - it isn't about split-second timing but more about situational awareness, and how you choose to configure your party. If you ever do run into a really tough level or boss, trying a different party combination or set of abilities may turn the tide in your favor. Further, the amount of power your party is capable of accumulating is much larger than OMG, so simply overpowering your enemies given enough XP and gear is always an option. In OMG, the difference between your character at level 1 and at level 20 wasn't really that vast - you learned some combos, but your damage and health didn't grow dramatically. The only way to beat a boss was to learn his tells and patterns, and execute a lot of perfect dodges. If you got to a brick wall in that game, you really didn't have any other option but to bash your head against it. For those of us crazy enough to enjoy devil may cry or ninja gaiden, that might be a welcome challenge, but I definitely understand why people would be turned off by it, and we're aiming to be a lot friendlier to the player in Battleheart... at least for the first part of the game. There will still be areas that are designed to be merciless, but you won't run into them 10 minutes in.
i was wondering if you could maybe add the ninja or the guy from zombieville as an easter egg if you reach max level or get all the achievments or something get all equipment i dont know. maybe the zombieville guy could hold the ninja sword or something and be a melee unit something like that or maybe a archer or wizard whose staff or bow is a mecanhical mecanism(gun)
Is the campaign of the game made in a way you could go backwards so that if you are not strong enough youcan level grind?(which I occasionally enjoy from time to time in rpgs). And another question, is the max level high like 50 and up? Hopefully it is because reaching the highest level adds alot to the replayability of a game.
I've not read this whole thread, but what is the replay value of this game going to be, like will be different everytime you play it, or something like that?
Yes, you can replay areas in order to level up your party or get different random items. As for max level, we haven't actually capped it at all yet. You stop gaining new powers after level 30, though your stats continue to increase. Of course you level much more slowly the higher you go, but we're thinking we won't enforce a hard "cap". Playing through the game's progressively challenging levels and boss encounters should keep you busy for a while. Off the main path, there are side areas and survival-mode arenas where you can acquire powerful items that you won't find elsewhere. If you've exhausted all that, you might have fun reconfiguring your party with different setups of character classes. Want to see if you can beat the game without a healer? Or maybe you didn't try using the barbarian or witch the first time through? Coming up with interesting combinations of player classes, gear and abilities is part of the fun and offers a lot of customization.
^ Sounds like there's a ton of replay value. A quick question: do items have randomized stats, or are they set for a particular item? (My preference happens to be set stats, but there are pros/cons to both.)
Items have set stats and are fairly simple, typically just increasing one stat or another, not like diablo where everything has a dozen random attributes.
This would be terrific... Even better, Mika could include the ninja, wearing the zombie-guy's cap, and his shotgun in the back!
So the weapons don't add any kind of effect or anything ( like an axe that would freeze/slow a monster, etc )? It's more like Axe +1, Bigger Axe +2 .. Epic Giant Axe +100?
Another piece of music submitted today.... very near the end. I can tell you that someone here at Gravity Music is beta-testing for Mika Mobile, and I usually get pretty tired of hearing a given piece by the time the final is done... but now, I'm hearing the whole damn suite again non-stop because they WILL NOT PUT THE GAME DOWN. If beta is any indication, this is going to be as addictive as Zombieville USA, with depth and breadth that surpasses all of Mika Mobile's work so far. Prepare to experience the fury!
Each party member has 4 equipment slots - weapon, armor, and 2 trinkets. Weapons and Armor are pretty much as you described - they increase your attack power and defense in a fairly linear fashion. The more unusual mechanics come into play with your two trinkets. These can have a variety of effects, such as shortening the cooldowns on your powers, giving you extra movement or attack speed, passive health regen, life stealing on each attack, additional XP or gold, etc.