Love the game, well done. The only thing I would change is that since SPACEBAR takes you to the next screen (or to do a new mission), it is way too easy to waste Shadow Cloaks by hitting space an extra time at the start of a level. Simply make it impossible to use Shadow Cloaks for the first few seconds (there's no need to do so) and your problem is solved.
My team has a tank and ranger. Enemies are tanks or rangers. However, enemy rangers have MORE life and defense than other enemies, so they are actually tank/ranger hybrids. That's fine for bosses but it's terrible for regular enemies. The balance is poorly designed. Tank enemies that hit only your front guy should be as challenging as ranger enemies. Either you need to make ranger enemies have much less life, or you need to make tank enemies hit much harder. At the moment this game is 100% luck when it comes to getting the right types of enemies to spawn in front of you. It's a waste of a good game concept.
Suggestions Needed to Balance the Game:
Warrior - "Guard" Skill where he has a % to block any attack targeting a different party member.
Cleric - "Stun" skill like the Succubus where he has a chance to stop the enemy from its next attack.
I bought your most expensive chest that says x2 on legends. 12 cards only 1 epic and 1 rare, everything else common crap. This is not a problem of bad luck; this is a problem of bad design. You should have people willing to pay you be rewarded. Now I have no reason to spend again, instead of being a regular spender. I suggest you change your chest system so that someone who gives you $ gets rewarded properly.
to devs: Ok well thank you for responding personally. Sorry to be so critical. I think your game has a lot of potential, with very good production value. Good luck.
You really have got to be kidding me with your chest pricing. If you don't know how to design better, pick up a game design manual. There are about 100 ways you can make the chest price fair for all levels of players without the utter nonsense of a shifting price for the same item. For example the first chest can cost a fixed 1000, then the next 2000, and up and so on. Or, you can have different chests with different drop rates for different amounts of gold. Or any number of other things. There is no "solid reason" for using a system that goes against logic and normal game design conventions. You should fix it immediately.
This is a new feature and not yet verified completely. I personally understand you.
We assumed that players gain more and more money every level. And it makes too simple to gain new creatures. I think, we will prepare new version of the Lucky Chest in near future. Thank you for your attention!
So ... the chest costs 4000 gold when I have 3000, then when I grind up to 4000 and go back to the chest screen it costs 5000? This is completely, absolutely, utterly unacceptable. 1/5 stars, leaving and not coming back.
The chest has a fair price of 500 coins x your level. I personally feel your pain, yet...
Yet there's a solid reason to that kind of pricing. Later on at dungeon depth 10+ you'll be earning 5k-10k (and more) per dungeon. High fixed price will make the chest unavailable for baby-levels at all. Low fixed price will let high-levels buy far too many chests.
We'll consider making the price more obvious.
A very solid little game. The boss difficulty curve is well done; the upgrade curve is well done; the music and graphics are solid; the content stays fresh; it's easy to play. Hope this developer keeps up the good work.
I am a red-white-and-blue American, I love my country, I am a patriot, but I am sick and tired of the endless villianizing of Germany. Yes, we know the history but would it be so impossible to let players play both sides, if you must insist on constantly harping on the world wars? They are details of history that are irrelevant to life in the 21st century yet we have some kind of cultural fixation on it and I am tired of it. Actually I like this game a lot other than the theme, incidentally.
Not bad, but a few things need to be designed better: 1) The preview of shapes should always be in the same orientation that the shape appears in. 2) Each shape should have a unique color and that color should be consistent. 3) You need to have working high scores.
I think I'd prefer to see this concept expanded in more interesting ways than just increasing the grid size. 4x4 is already too large. Instead, how about something like 9 polygons with increasing number of sides instead of numbers; or put these in alphabetical order; or numbers+shapes but you have to ignore the numbers; or tiles that are rotating slowly ... etc etc.
Agreed!
We are currently building on top of this concept with another game which will introduce more variety and a friendlier difficulty curve.
Thanks for the input! :)
I have played a while now and I think one thing that could really use improvement is the RNG that is choosing cards that appear. It is too strongly favoring "appropriate" level cards, which un-does most strategy I try to employ. I don't have the opportunity to continue to add to production for individual colors right around 3 minutes, and that would be the critical moment to be able to do that. Just make the cards that appear favor current-level cards a bit less so you could still get random drops of low or high level cards ... it would improve the strategy a great deal.
Things that are tricky: 1) Once you have the backwards note, you can ask your sister to borrow her phone. 2) You need to check the family photos in the mirror world first, then go back to them in the real world, to take the photo. 3) You need to show the photo to your sister to get the package from her. 4) Use your computer to print a bus map, which needs to be flipped by wetting the paper at a sink and combining it with a blank piece of paper afterwards.
BOTD: Click the 9-ball, the fishbowl, and the lava lamp for +1 rider each, and beat just the first level in at least 2nd place. That's the easiest way to do it. Should take 10 min.
A better example is that it's hard to tell what being "buff" means as opposed to the other descriptions of carrying extra weight and whatnot. Furthermore, "football" means something different to about 1/3rd of your playing audience and that does include the shape.
Thank you for your input. There's a wisdom in your words. We're going to consider the reward system that won't let certain expectations down.