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Decent game to start, but enemy damage scales way too fast and your armor way too slowly. Progress basicly halts at 14-15
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The update with the "improved" healing is not good for anyone who uses the paladin only as a blocker. The previous version was better.
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How about a button to toggle healing on and off. I'm only on level 6 and my hero has to heal like six turns in a row before he will attack one turn. Then it's back to healing again.
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On the heroes screen, their position is reversed related to battlefield position. Please, make heroes use the same spots on both screens.
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New healing AI is probably worse than an old one. Now, healer stops using healing as soon as floors become challenging (total monster dmg > heal). With 2+ heroes in the party, heal should be used as soon as missing hp > healed hp. And the best would be to give players control (with options to not use heal at all, allow overheal, etc.)
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It would help a ton if it checkpointed you at levels 5/10/15 etc. Waste so much time on the early levels again when you get killed because of the combat speed.
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when one of my heroes dies and i proceed to the next stage the dead one attacks, nothing gamebreaking but def. should get fixed
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My paladin is healing 14hp per round after being attacked by multiple enemies. Only 22 rounds until i get to attack again.... or 6 rounds if he just attacked and not worried about healing.
This isn't ideal.
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New players, skip healing for the start, str, hp and maybe some armor. Once you beat lvl 10, use cleric as second hero.
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guys heal and armor is useless as long as you only have 2 heroes. just build 1 with damamge and 1 with hitpoints and wait until you are lvl 100
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So from the instructions I assume there's nothing really to do between floor 10 and floor 100, is that correct? No extra statpoints or anything? No third party member?
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If the hero is going to "heal greedily" (i.e., IF health_recovered > damage_dealt THEN heal;) there needs to be a caveat for when there are multiple enemies dealing damage. There is high potential for endless loops, or cycles of gaining 1HP every round until the damage limit is reached. Otherwise, this has a lot of potential.
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It would be useful if scenarios where one of the monsters can be 1-hit and you are not 1 round from death were an automatic attack so that the game progresses a bit faster or you could speed up the attack speed to reach that goal.
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Either Healing AI needs some fine tuning or you should just give "priority" options to members, my "cleric" (tank) is dying attacking (x1) while he could self heal (x3) and prolly push 5 more floors.
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To author:
1) Animation easing feel terrible...
2) Attack too slow
3) No cast/attack visual indication
Look at Armory & Machine android game, for better indication
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healing AI should work differently,i mean,if i had a warrior or a ranger that does damage,clerics or paladines should heal him first unless of deal damage to enemies...
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@ Manneke1 -10 means "minus 10" So if you get to room 17 you respawn at room 7.
@ TheLowerLight There is a massive difficulty jump for every level compared to the prior. It's a progressive idle game. It's expected. This is a proper idle in that you are just managing some variable now and then and leave it idling while you manage your life.
@Olug The fix only changes when your guy decides to heal instead of attack. It does not give you an extra turn. Forget healing till you've at least got 3 guys and have prestiged a number of times.
@Dubloe I got 1@100 2@160 3@210 (I think) and 4@260. Didn't bother beyond that yet as I had more to gain by prestiging at 4 a bunch of times
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Fix for healing isn't working as I understand it's supposed to. Cleric had 1010hp, had 2 enemies that each hit for 545, cleric attacked, then on their turn, he died.
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I feel like there should be a mage class when spec'ing damage and healing. I did that and got cleric, but cleric is the HP/healing class
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You should include the formula for prestige points, or include how far along you are to the next one, or something along those lines.
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I'll also give more clarification as to what the early game "goals" in the game are. While the small amount of information was intended, I see how it may appear a bit "is this all?" until you actually get to more content. I don't have the proper in-game solution for this yet, but explaining a bit in this message may solve the issue for the short term. I'll also expand the game instructions.
After you've created your first hero, the first goal is to get to floor 4. At this point another base skill point is rewarded. You can now reskill your hero with 6 points instead of 5. At floor 9, the same thing happened (6>7). At floor 10 however, you unlock a secondary hero! Allowing you to customize your team at a new level of flexibility. After this, your first "big" goal is to get your team to level 100. At this point you'll unlock the first prestige layer. This resets your level for a variety of boosts. Now there is much more to unlock after this, but I don't want to spoil it all! Enjoy!
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Hi everyone! Thanks for playing and all your feedback. While I haven't responded to each message separately, I've definitely read them and hope you consider this a bit of good news.
I've just pushed an update with a bit of clarification on the Heroes selection/reskill menu. This now informs you that selecting a different setup does NOT reset your level. Just your gamefloor (consider it a respawn). I get that this might have been confusing, hence this small addition.
Aside from this and probably more importantly, I've improved the healing AI. Healers should now only heal when they are actually able to withstand incoming enemy damage. This should prevent the endless loop that some of you ran into from happening, as well as make healers a bit less slow because they now go for the kill until enemy damage is low enough.
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Slowly grinding floor 14. I have a cleric and ranger. my level is 88. I feel like either this is unbalanced, or I'm missing something. If anyone has any hints, please let me know. Trying again with Warrior and Ranger
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I hit an endless loop as well. One monster, hurts me enough I need to heal. I heal it. Repeat. A way to end would be nice so I don't have to reskill and love my levels.
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So here is the info that is missing: Every time you rearrange the hero stats you start from the first level, but that happens anyway. You keep your character level. You get a second character on level 10 and at some point you can prestige and unlock stuff that makes the game faster, better and such. There was no indication on where this happens, but I suspect once your character gets to 100. My recommendation is all points on damage with the first character having a few extra health to tank. It's quicker this way once you have 3 heros. You level up enough to get full health. Healing isn't that useful till later. Don't expect to get further than level 14 enemies for a long while.
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There is too much investment needed in healing and armor in order for cleric and paladin to be effective really. Climbing is much easier with ranger and warrior just because they have less stats to worry about.
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Great base concept. Need more (incremental choices) the choosing base stats multied by level is great.. but since you only get stats at few pre defined levels and it gets harsh Fast after level 10.. where it just fights from level 1 over and over with very little gain it gets boring fast.
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Everytime you click ''Battlefield'' the game gets sped up and it stays until you F5, which means the game goes extremely fast.
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Also I am stuck in an endless loop as the enemies deal 150 (5*30) and I have 150 healing... I think it isn't the best solution to reskill the hero to get out of this situation
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It would be nice if there was a surrender button to speed things up as you can see at first glance whether a battle can be won or not