Monk(y) Island

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Monk(y) Island

Postby GoatBot on Thu Apr 05, 2012 10:49 am

Discussion - Monk(y) Island
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Re: Monk(y) Island

Postby gjaustin on Thu Apr 05, 2012 3:13 pm

I'm not sure which change is my favorite.

Rebalancing Burning to character level, limit of one purchase of each potion, or Fortitude/Burn Salve removing all Weakening/Corrosion.


It sounds like some enemies may have had their health reduced too. If that means Animated Armors, I'll be very happy.
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Re: Monk(y) Island

Postby Fran on Thu Apr 05, 2012 3:30 pm

This is awesome!
As soon as I am finished with work, I'm going to dive into the class challenges. Making them replayable was also a great decision!

EDIT:
Ok, I skipped work to have a quick look at the game:

- At least in the fighters bronze challenge, there were multiple versions of the same glyph spawned. Is this on purpose?

- If there are (going to be) challenges for the monster classes or the classes from the explorers guild, there is no way to access them at the moment.

- Could you leave the flavor text of the challenges as a tooltip even after having cleared them? They are quite funny.

- Have the shops always had names on top? Didn't pay attention to that.

- The challenges are super awesome.

- Are you guys planning on some challenges for races or some puzzles to introduce them? That would be awesome, too.
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Re: Monk(y) Island

Postby Joist on Thu Apr 05, 2012 4:03 pm

Ya, names were always there.

I think multiple versions of the glyph are on purpose. The level seems to be based around teaching level catapulting (wheytwut and imawal).

PS; WEYTWUT TARGETS NON-SLOWED ENEMIES FIRST NOW. Great success.
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Re: Monk(y) Island

Postby Nurator on Thu Apr 05, 2012 4:06 pm

Found a bug: I died in the ridicolous silver monk quest. But now it says I finished it and can access the gold one. I don´t think that is supposed to happen^^
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Re: Monk(y) Island

Postby Fran on Thu Apr 05, 2012 4:13 pm

Yeah, now I think the multiple glyphs are on purpose, too.
Again, the challenges are super awesome. And they have the right difficulty, I made some heavy mistakes on purpose and they were still doable.
Only mistake I didn't make on purpose was wasting my zombie dog; I think that should be usable instead of active once picked up.
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Re: Monk(y) Island

Postby Gorgon on Thu Apr 05, 2012 4:17 pm

Best update EVER. They finally found a way to please all kinds of players :D
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Re: Monk(y) Island

Postby Lujo on Thu Apr 05, 2012 4:36 pm

Joist wrote:PS; WEYTWUT TARGETS NON-SLOWED ENEMIES FIRST NOW. Great success.


Wohooooo! Been suggesting this for ages! :D

(Also, lots of good stuff in there, I like the way this is going!)
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Re: Monk(y) Island

Postby gjaustin on Thu Apr 05, 2012 5:08 pm

Lujo wrote:
Joist wrote:PS; WEYTWUT TARGETS NON-SLOWED ENEMIES FIRST NOW. Great success.


Wohooooo! Been suggesting this for ages! :D

(Also, lots of good stuff in there, I like the way this is going!)


Liar, no you haven't! ;)

You've been suggesting that WONAFYT do that. And that's what the update actually changes :)
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Re: Monk(y) Island

Postby Lujo on Thu Apr 05, 2012 5:29 pm

You are right!

Joist you game-destroying level-catapult-abusing noob! :D You helped me make myslef look like a dope! :D
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