Your poor minotaur is a brutal, vicious, bloodthirsty serial killer. Although he was probably a victim of child abuse. Did he used to be an altar boy, do you know?
You haven't seen low if you haven't seen 4chan. And I don't recommend that you do. Seriously. Just don't.
Could we perhaps compromise? Maybe a Moderataur? Middlotaur? Restaurateur? Bob Saget in studded leathers?
I'd like to suggest a further improvement. I've been slaughtered 3 times now during a fight that I was odds-on to win because I couldn't cast shield or take a potion quick enough. I had max HP against a shadow dragon, it got in 2 critical hits as I selected menu to take a potion and I died after only a few seconds. So..... can you please slow down the play when you select the menu and not when you subsequently choose "use" or "cast". Pretty please?
My first post on touch arcade after months of lurking is for Fargoal Great great Game! Now my Duncan VII ( Duncan I-VI are in a better (?) place now! ) is a scared level 7 at floor six! But the quest goes ahead! I've a suggestion: can you insert the percentage of completion of each floor? Could be nice...
I'd like to see this discussed, too, bluewomble. And playing on both the iPhone and the iPad, I would mention that, because of the much greater size of the Pad screen, getting to the menu and then casting, drinking potions, and equipping wands seems (and probaly is) worth thinking about. Wonder what Paul and Jeff think about this.
Welcome, i900... to your doom. If I added a % completion of each floor, then it would give away the presence of secret rooms. It's not Qix. Doffie, womble, the top-level menu does slow down the combat... try it! But, I can make it slow the combat even further, perhaps.
The menu opening slows down time, if you couldn't survive the fractions of sec before selecting a spell or potion then you probably weren't the odds on favorite for that fight... Why wouldn't you cast shield BEFORE fighting the giant shadow dragon!?
Because I was a level 12 hero on floor 10 and didn't think I needed to. Anyway, selecting menu does indeed slow things down, my mistake. Maybe it would be better if it froze time completely until you select what you need?
wouldn't that take away from the flow of the fight though? It would seem very artificial to me. Sally is attacked in the ally by thugs, she reaches for her purse, tells the thugs to stop attacking for a moment so she can figure out which pocket she stuffed her can of mace in. She runs across a pair of scissors, a finger file and the mace....hang on one more min. thugs so she can figure out which one will do you the most damage. I doubt very much the thugs will agree to the waiting.
Now you tell me, womble. Next thing you'll tell me is that there's no such thing as a womble, blue or otherwise. Never believe anything you read on a forum. In a forum. Whatever.
Perhaps this then... rather than have a counter for each room on a dungeon floor, have the invisible counter represent the whole of that current floor AND you are only told that whole floor is completed once it is fully explored. So there is no visible counter but you are told when something is fully explored. This way, although you can still be aware of secrets within a dungeon floor you cannot be absolutely certain which room hides that secret or indeed if all rooms within a floor have been discovered to begin with. It's sort of nudge nudge wink wink but without a great big flippin' finger from the heavens pointing the way.