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Topics - Angry_Hominid

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A Valley Without Wind 1 & 2 / Thanks, AVWW2 is awesome!
« on: February 21, 2013, 06:42:32 PM »
I really liked the first one, but I got kinda lost at around the 20 hour mark.. (couldnt seem to get one of the followers I needed to continue upgrading, mind you this was around launch so I think it may actually have been a bug).

AVWW2 is SO much better. The battles are tactical, challenging and MUCH more fun than the first. I agree with the design decision to play with keyboard / gamepad and wont be going back to mouse. I love the strategic layer and am really looking forward to getting more classes ect.

Thanks for putting this out for free. I think you should have charged for it tho, I got more than my fair share of entertainment from AVWW1 , this is just so much better it feels like im cheating you!


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Hey,

Just wondering if someone can assist me... Im on my first continent at T4, ive taken down 2 lieutenants and ive reached the overlord's cave where I promptly 'town portaled' away due to imminent death. This of course lead me to the conclusion that I needed to 'power up' prior to taking him on and part of that seems to be using guardian powers... My problem is I cant seem to find ANY survivors, and I cant cast the find survivor guardian power due to not having the required survivor.

Ive been playing for about 17 hours.. ive sort out the secret missions far and wide including about 3 hours of dedicated search...... am I just cursed in the eyes of the RNG? I know there was a survivor mission that I failed right back at the beginning of the game (T1) but it didnt let me repeat it when I failed..... Can someone indicate the best places to search for these missions ?

Thanks in advance

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AVWW Brainstorming / Synergies as a way of increasing spell depth.
« on: April 30, 2012, 05:45:53 PM »
Hey, first of I will state that I have always hated platforming games so the fact that AVWW now has me firmly addicted says only good things about the game! Ive only played 12 hours or so of the game and im only continent 1 tier 3 so I apologise if my suggestion comes from ignorance of later game mechanics rather than experience :).

I have no problems with the amount and variety of spells in the game, I think its great. This game already has alot going on in regards to tactical choice and synergies particularly in regards to enchant selection. For me, the creation of synergies that are wide and varied and require thought is an aspect I really enjoy in games and is often most evident in RPG's but it is something that prevails across many genres.

What I would like to see is the creation of synergies between spells - as a way of expanding on the depth of the existing and future spells. As a crude example, a block of stone hit with a fireball becomes a magma ball which would do more damage and perhaps something else like slow an enemy or do damage over time. 40 spells that combine would provide for an exponential increase in tactical choice offered by the player. You could even combine the elements to provide for different types of elemental damage, ie a fire spell with a water spell = steam spell, water and earth = mud spell, miasma and earth = undeath spell. These are of course just suggestions however the idea that combining spells is like 1+1 = 2.5 rather than simply the addition of the individual spell effects.

 I understand this would be a balance issue but perhaps it could be something that is required to succeed at the higher difficulty levels rather than just adding HP/DMG to everything. Maybe an idea for an expansion?

TL;DR - the addition of interactions between spells that are greater than the sum of the individual spells is an aspect that I would LOVE to see implemented in AVWW! :)

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