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Roguelike+tactics! This graphical adventure pits a party of characters against a procedurally generated world made up of treacherous forests, caves and, of course, a mysterious castle! Turn based combat based on (but not limited by) the award winning and ubiquitous SRD 3.5 standard provides endless tactical possibilities, as you go up against parties of Orcs, Undead, Dark Elves, Demons and more! Collect amazing items to wield in battle, study old tomes to increase your skills, and gather mushrooms to brew into powerful spells. An incredibly minimal interface devoid of the clutter so common to roguelikes lets you perform both simple and complex actions with ease. Lighthearted coffee-break combat or meticulous powergaming, the choice is yours. Fast paced, Turn based. Simple interface, Complex possibilities.

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Menu buttons...and more (Games : Mysterious Castle : Forum : Ideas, Suggestions : Menu buttons...and more) Locked
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Mar 7 2012 Anchor

The truth is I have 8 million ideas for this game but I'll try and keep things realistic :P

The swipe function on the iOS version can be somewhat spotty, and in a few moments of haste I've accidentally walked my character quite far from where I wanted them trying to open up the inventory. Any chance for 4 simple buttons at the top of the screen?

I'd love to see this game be financially successful. I'm sure your familiar with 100 rogues? I think they did a great job with their IAP classes. In a game where you already have separate races, adding a few more as IAP's would be a great way to have people give continued support to your project.

Mar 7 2012 Anchor

Thanks for the suggestion, I think that I can add it as an option, so that the icons can be shown or hidden.

If you have ideas, I'd love to hear them, your first suggestion was a good one. Of course I can only act on a tiny handful because I'm working alone.

I'll give serious thought into adding in-app-purchases.

Thanks for playing, I hope I can surprise and please you with the next version, it's gonna be epic!

Mar 7 2012 Anchor

Ahhh an active developer... what a wonderful thing to see!

I think adding IAP characters is something you could EASILY do.
If you have yet to play 100 rogues... Do it. The game did very well.

That being said, the developer added "monster classes" as IAP's. You pretty much already do this with reincarnation... In 100 rogues, Monster classes were not allowed to equip regular weapons or armor, but perhaps "Monster classes" in this game would have set starting stats and a special ability? Or even just better starting equipment... It's your game, I'll let you figure out those details ;)

Also I think I saw a request or 2 for some kind of market, and while I'm sure that's a pretty large system to implement, I thought I'd say that IF it WERE to happen, one way to do it would be to use mushrooms/fruit as currency instead of actually adding coins. Maybe you could even "trade" your worthless crap for a few measly mushrooms or a peach or something. However, I think just BUYING items and not selling them is better for gameplay balance, because it forces you to choose whether you need your mushrooms and fruit more than the piece of fancy armor or spell book or something...

Ok, I've already asked too much, but ummm you specifically said "Don't ask about the graphics unless you're willing to do them"

Over all the graphics are AWESOME, but I DO think the character sprites could use some tweaking maybe? So... uh... if you're willing to send me the character sprites I'd be willing to try tweaking them a little? I don't mean a complete overhaul, maybe just making say, Demon's not look too much like a reskinned knoll.

If that's too weird and your afraid I'll steal your stuff that's cool too, just thought I'd ask.

Having some monsters carry fruit might also be nice.

Mar 15 2012 Anchor

Sorry I've been away so long, moved from China to Canada this last week.

Yeah, all of your suggestions are reasonable, and I want to implement them, it's just a matter of time and priority. Especially when talking about buying/and/or/selling, the implementation is easy, I could do it in less than a day, but balancing would be a nightmare! I'm considering releasing a special 'beta' version for those who want to test out big changes.

In terms of the graphics, they're freely available graphics by David Gervais. I'm not opposed to any modifications, just be aware that I'm trying to cover my legal butt, so I'm hesitant to accept anything from contributors. After all this is a for-money product. But that being said, I'm going to start looking for a pixel artist to do profit sharing with, I want to really put a lot of work into the character sprites. If you're a pixel artist type, feel free to try your hand at the art. You can get at it in the Mysterious Castle folder under /data, or just download them by searching for 'David Gervais tiles' on google.

I keep meaning to give fruit to monsters but always forget! Town guards carry fruit (it's the only use of the pick-pocket skill right now), but monsters still don't!

With all the chaos of moving, I've moved in with my parents while I get my feet on the ground, but my parents are... moving! I hope to get cracking on Mysterious Castle 1.9.x soon, I've already got a permadeath mode added...

Thanks again for the suggestions!
Jeremy, aka eclectocrat

Mar 15 2012 Anchor

Yay beta testing! Sign me up!

Honestly the graphics are really fine right now... It does sorta bother me the elf has a sword when he makes a terrible melee fighter, but no matter.

The only thing I REALLY think should happen in the next update is monsters carrying fruit.

Late game especially it feels like a waste of my precious hp to get chipped away at by kobolds. I'd at least like to recover what I lose against them...
The first game where I got REALLY close to winning I essentially had to quit out of frustration because there was no way I had enough hp to finish off the damn necromancer.

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