So much potential
So - basically a good rogue game with interesting powers and skills. BUT it is mind numbingly boring to sit through the ads you have to watch to get adequate rewards. I would gladly buy the game to get out of this trap. Too bad!
Updated
I played this game in and off for years, one of the absolute best games on mobile, or WAS. It’s been so long I can’t remember if this was a paid app or a free app, but what I DO remember is that there were no pop up ads outside of the banner at the top.
NOW the entire game is filled with them! Every single dungeon completion is a 30 second ad! And you have the “option” to skip the add however that button just takes me straight to it. What happened!?
I get if you guys need the money, I want to see continued development for this game just as much as the next person, but for the love of everything give us a purchase button to make that go away! I’d shell out 5$ just to have my old non intrusive game back
NOW the entire game is filled with them! Every single dungeon completion is a 30 second ad! And you have the “option” to skip the add however that button just takes me straight to it. What happened!?
I get if you guys need the money, I want to see continued development for this game just as much as the next person, but for the love of everything give us a purchase button to make that go away! I’d shell out 5$ just to have my old non intrusive game back
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Bummer (ads)
Could have been a great Shiren-like… if not for the pay to win / watch ads to win aspects. You cannot pay to remove the permanent ad banner either.
Bummer (ads)
Could have been a great Shiren-like… if not for the pay to win / watch ads to win aspects.
You cannot pay to remove the permanent ad banner either.
You cannot pay to remove the permanent ad banner either.
Good but unbalanced
This is a fun little Rougelike in the same vein as the Mystery Dungeon games. But it gets kind of unbalanced (90% in the player’s favor, except certain special challenges, but see ranged combat) fairly quickly, and especially once pets are unlocked.
Ranged combat is incredibly broken on both sides because thrown items, monster ranged attacks, and damaging Rods completely ignore regular Defense (as do damaging Scrolls, but those are AoE rather than missile attacks). And monster ranged attacks scale quickly with their level (fixed damage equal to a multiple of attacker’s level, with the multiplier usually being 5x, 10x, or 20x, with a few 30x… and Minotaurs get a whopping 45x!). BUT, monsters only shoot targets at most three tiles away, while the player has no maximum range, so in late-game sniper duels, that’s advantage: player, especially considering it doesn’t take much Deftness for thrown objects (except Rods and most Grasses, which do other things) to out-damage melee attacks against heavily armored foes. Hilariously, while late-game tanks like Dark Wyverns can shrug off slashes and thrusts from weapons worthy of the gods, they’re easily one-shotted by boomerangs, shurikens, stones, or even a spare loaf of bread! (Thrown items are destroyed if they hit a monster, though, so don’t fling something you have a better use for!)
Pets also become broken quite easily, although the dungeon that contains the Meat required to bring them along is moderately difficult and has a nasty surprise on the first floor containing any (and then turns brutally hard, so bring a Scroll of Escape). A decent bruiser monster that gains a few levels will steamroll most wild ones, and they retain full access to their special abilities too (and will even sometimes use their ranged attacks point-blank, while wild ones always prefer melee). And you even get nearly full benefits of your pet’s kills (full EXP, and Skill Power once you unlock Skills, but no Proficiency points). Also, they aren’t reset to level one when running dungeons in Hard Mode, which is just as abusable as it sounds.
Ranged combat is incredibly broken on both sides because thrown items, monster ranged attacks, and damaging Rods completely ignore regular Defense (as do damaging Scrolls, but those are AoE rather than missile attacks). And monster ranged attacks scale quickly with their level (fixed damage equal to a multiple of attacker’s level, with the multiplier usually being 5x, 10x, or 20x, with a few 30x… and Minotaurs get a whopping 45x!). BUT, monsters only shoot targets at most three tiles away, while the player has no maximum range, so in late-game sniper duels, that’s advantage: player, especially considering it doesn’t take much Deftness for thrown objects (except Rods and most Grasses, which do other things) to out-damage melee attacks against heavily armored foes. Hilariously, while late-game tanks like Dark Wyverns can shrug off slashes and thrusts from weapons worthy of the gods, they’re easily one-shotted by boomerangs, shurikens, stones, or even a spare loaf of bread! (Thrown items are destroyed if they hit a monster, though, so don’t fling something you have a better use for!)
Pets also become broken quite easily, although the dungeon that contains the Meat required to bring them along is moderately difficult and has a nasty surprise on the first floor containing any (and then turns brutally hard, so bring a Scroll of Escape). A decent bruiser monster that gains a few levels will steamroll most wild ones, and they retain full access to their special abilities too (and will even sometimes use their ranged attacks point-blank, while wild ones always prefer melee). And you even get nearly full benefits of your pet’s kills (full EXP, and Skill Power once you unlock Skills, but no Proficiency points). Also, they aren’t reset to level one when running dungeons in Hard Mode, which is just as abusable as it sounds.
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