Wow, not to get off topic, but that *is* a cool set of pixel icons... *bookmarks for use in future endeavors*
Just wanted to let you guys know that I sent the final beta build to the testers and besides a few tweaks based on the feedback I got, I plan to submit to Apple this weekend! I also wanted to share some other details that people will be interested in, that I'm sure people are interested in knowing: price & availability. The game should be available around 11/20-11/25 (depends on Apple's approval process) for a price of $1.99.
I'll double-check the send list in a minute. I think next time, I'll probably request everyone email me. The forum in posts a 30 second time between messages, which makes it hard to mass mail the testers. I figured out you can send 5 at a time, but it's still kind of slow Check your PM in a few minutes; need to run a quick errand, and then I'll send the details on the final build.
okay couple bugs I've come across in the new version. in the tutorial when I try using the potion it takes me back to the main menu. also when I select play from the main menu all I can select is the Dwarf Rogue even though I have others unlocked. EDIT: a fresh install fixed it. I guess it was because I installed over the previous build.
Final build looks good! I think the price is ok when you show, as I am sure you will, the commitment to provide more content on the way.
I think double-tapping an equipped item should un-equip it. I also discovered something: if I for example select the race of orc on the rogue, and decide that I'd rather be a warrior, then I'll be an orc warrior by default, but if I chose to change class again, my race will change. It doesn't change the first time you change class, but it does the second. I think the best solution for this would be to have the game remember which race you last used with which class. That way, if I always choose 'human' when I'm playing warrior, for example, then I don't have to reselect my race every time I want to play as warrior.
The final build seems quite great for me. Haven't found any bugs yet. Well, not gameplay ones. I think the portraits should be changed when we pick a different race in the beginning. This way it just seems weird.
So far so good here too! This is fantastic and I have been honored to be part of the process! Looking forward to release so everyone can play!
Yeah! This is very addictive and I hope it will be easy enough to toss in new spells and items especially in updates. One aspect I really like is how every time you clear a dungeon with a given character type you not only unlock an all new character (in most cases) but even when replaying that same initial dungeon there will be new monster types, usually with cool unique abilities, to contend with when replaying as any of the characters!
Good point. I might be able to add that before submitting. If not, definitely in an update. I agree it's a little weird. I don't think there's a really good solution, given the number of combinations. 12 classes x 6 races = lots of character portraits. But yeah, I agree. It is, and I intend to Hopefully some new classes if I can commission some new portraits from the portrait artist.
An idea surely more trouble than it's worth, but here it goes. Why not make the portraits a bit akin to those face in a hole like deals: The twist being that each class would have its own "frame" and each race would have a generic face to fit in said frame. Does a human wizard have the same face as a human warrior, not usually but by playing with stuff like facial hair and specific costumes, I'm sure there is a middle ground we could find for each of the races.
I found a bug: I was fighting an enemy who had 71/71 hp. I used the fireball for 20 damage but the 71/71 stayed at that. I selected the enemy again and it changed to 51. Small bug. And a graphical glitch: if you notice, the ten on the zombie has some green behind it
I'm curious. I watched the developer video and the game seems too easy. Am I wrong? How does the game get challenging? The reason why I ask this is because it looks like you choose what you are going to do next, rather than being forced into situations, such as ambushes.
You have to be very strategic as you will only have a certain amount of health replenishment. First you want to level up as much as possible while exploring new areas because that replenishes your health. Once you explore the whole floor however you are left to use only your potions. You will have to choose who to attack when and even though you may cause damage points the enemy will hit back at the same time. I likened it during testing to the ending of one of those hero movies where the hero killed the villain but as he did they both fell to their death, quite unsatisfying, so to prevent that you need to carefully and systematically go through the floor. Things are not as they appear! This gets very tough! It is addicting. It is fun. It has the one more round pull. Much to see and do, much to collect and definitely much to unlock.
This game actually is pretty challenging even though: -There are no surprise encounters. -You know the outcome of every battle before you start and are free to simply walk away from any monster if you don't like the expected results! Here is how this solitaire game will twist your brain until you figure it out. You need to figure out how to get your character leveled up enough to fight the dungeon's nasty boss if you want to beat the dungeon. -All of the monsters you'll ever fight are placed in the dungeon from the very beginning. -You can only heal/restore mana by exploring into the fog that initially shrouds the entire one floor dungeon and potions you find. What this means is if you don't plan things just right you could have some 6th level character who's too injured to fight any of the remaining creatures but all out of healing options.