The last build installed, just not very different from the last - I mean I didn't get an error message or anything which usually happens when you can't install a file.
Okay, I've tried out the new build for at couple of minutes, and the new rune system is well implemented. The leaderboards also seem to be working just fine. Only thing I can see at the moment, that I think should be changed is, that I don't think the runes panel should close automatically in any case (unless you convert your last remaining rune). That means that it shouldn't be closed, when panning around, casting a spell and so on. That's just my opinion, though, but I think it's worth considering.
It installed fine for me too. however it crash on me at one point though. anyways, going to install the new build now.
This is actually somewhat by design; I found it annoying to have to close the spell menu each time. I tried to be somewhat intelligent about it, by closing the menu automatically for 'one-time use' runes (like cheat death) but keeping it open for others (healing, fireball).
Video looks great. Excited about this game. However, every time the character moves there is that little sparkle animation that trails down to the stats at the bottom of the screen. It looks annoying to keep seeing it over and over again like that and clutters up the screen. What does it signify and can it be turned off?
That signifies the increase in HP and MP you get from exploring new areas. I didn't notice that effect at first until someone here mentioned it. I agree it can be slightly distracting, but you get used to it.
I see. At the very least, I would think it would stop when at full health and mana, but it doesn't seem to do so. Seems unnecessary. Thx for the explanation though.
That's not a bad idea If it looks easy, I'll try to get that in. The main reason is to give some feedback about the way health/mana are recovered. New players are somewhat confused that exploring regenerates your health/mana.
I've made a change in the new build that turns off this effect if you're full health and mana, so hopefully it's less distracting. I already think it looks better. I'm really excited about the new equipment screen implementation. Per suggestions, you can tap an item to preview the stats/slot. Tapping it again will equip it. You can drag and drop if you like, but since the drag & drop is a little clumsy, I think most players will love this new change. No build tonight but I intend to do one final build for testers tomorrow night, which will add the final feature: Game Center achievements, along with some minor bug fixes. Assuming no major issues reported by testers, it should be in Apple's hands this weekend!
Might be a UDID issue, let me double check that you're in the list of approved devices. The iOS deployment target was originally 3.2 (even in the initial build) it turns out. I now set a target of 3.0, so it should run on any 3.X device. I haven't heard any other issues with 3.X devices thus far. Before I send out a new build though, I'll double check the UDID you sent me.
One thing I noticed from the latest build is that my games don't save my progress. Have to start over each time I close the app. A few times when I would try to restart the game right after closing the app it would crash at start up.
Is it bad strategy to explore new areas when at full health/mana, thus "wasting" that increase? Perhaps there should be some visual indication of that too, even if it's different. Or maybe the absence of indication is enough.
Lazypeon, I haven't had time to browse upcoming games for ages, just noticed your great work on a spiritual 'clone' of Desktop Dungeons, one of my favorite games on the PC!! The guys at QCF Design are actually converting their game to Unity so Desktop Dungeons will be capable of running on the PC, Mac, and iPhone soon... seen a bit of their new designs and they look very interesting. A little competition never hurt anyone though. Really impressed with your interpretation of the original game design concepts. Also like the use of "Ails" icon and stuff from Deviantart. Those were so well done I'm actually using some of those same icons in Spirit Hunter Mineko, along with a ton of new artwork created just for my game. Would love to chat about your game design sometime in more detail (I know you're busy readying for submission right now, later perhaps!)... Hope you do well with the release, I'll definitely be picking up a copy!
Thanks for the comments You were definitely one my inspirations in getting involved with iPhone development when you released Rogue Touch. Can't wait for Spirit Hunter as well. The ~Ails icon pack is absolutely amazing. I've seen it used in several games (mainly Flash ones) but it still feels fresh to me. I think he recently released a few new icons for some cool looking weapons on on DeviantArt, that aren't part of the base set. He's such a talented pixel artist.