The abilities on Dangerous Adventure are confusing. They use manna, which is shown under the health bar, and accumulates during the battle based on squares removed from the grid. The adventurers will get a green aura when they have enough manna to use an ability.
I've always been a fan of the Chain-Shot style of puzzle. I think that is because of the 'pay-off' - large blocks have exponentially higher value, and you can plan moves to that end. This game has that style of puzzle at its core, but because of the small grid and the number of colors, you rarely get to that pay-off. It could potentially be a more exiting game with a larger grid and more massive combos.
@ jakewake - Load drawings from the gallery, and click on advanced settings. It should give you some idea how different styles of images are generated.
It is glitching on me. It subtracts the money for upgrades, but doesn't grant them. Also, check this screenshot - http://snag.gy/4f5fg.jpg You can see that my storage is at 19, but the saphire level is available to buy, instead of "NO NEED TO BUY".
An aspect I found interesting and challenging was trying to dig as deeply as possible on the first charge, yet still make a tunnel that I could scale back to the top. It's like a platformer where you are creating your own maze.
Ok, enemies scale waaaay too fast. At one point, they were taking about 4-5 200 mana shots to kill. So I go, buy a horn, and holy crap, my damage is 10x as high! This is gonna go great! Not even 20 fights later, I'm already back to taking about 4-5 shots to kill an enemy. In the span of ~15 fights, enemies got 10x as much health, but the reward you get for beating them doesn't even enable you to grow 1% stronger. It's ok to get outscaled by enemies in this sort of game, it is an idler after all, but they scale hundreds of times faster than you, and it really starts to feel unfair.
Y'know what would work really well in this game, that I haven't seen in ages? Challenging stages, like Galaga. Imagine how much fun it would be to just mow sh*t down for a while w/o bothering about ducking.
90% of the time when I smith an item, I am getting MP +0, or Str+0, etc. Almost every time, some stat +0. Please vote this up if you are seeing the same thing.
Are the numerous bugs fixed since this was released on Armor? Negative gold, monsters reversing direction when slowed, paths inaccurate, monsters passing thru towers? My bet is that the dev drops this and ignores all comments, the same feedback was given at Armor.
It seems to me that it is more trial and error than anything. I enjoy playing this, and will probably try one more time - I was one Attackalatltatlakk from not being eaten. Prop tip- take notes on how to unlock the contract items.
its definately different at first, but i like it alot, been foolin with it for awhile now.