Suggestion: Add a scroll function to the level select screen. It would make navigating the screen a bit easier.
If you already planned to do this I apologize for wasting your time.
Suggestion: Add a scroll function to the level select screen. It would make navigating the screen a bit easier.
If you already planned to do this I apologize for wasting your time.
Sorry if this was explained already, but how do you save your current progress in the game?
It saves automatically after every round you play.
Yet if I close the browser, said save is lost, right?
It is stored as cookies, so as long you donāt clear your cookies ache you should be able to return to what ever point you were at before.
Maybe, I havenāt decided what it will look like exactly
If I keep the level list, Iāll definitely be doing this
Are you playing in incognito mode? That would prevent saving
Eat the Dungeon Update v0.5.4!
This update includes the new levels, new enemy types, as well as continued tweaks to the attack speed formula!
Read the patch notes here:
https://www.patreon.com/posts/eat-dungeon-v0-5-35228791
Oh hey new update, I won- *seeās new enemy*
*Holding up a cross made of bread* begone from this place BEGONE FROM THIS PLACE!
the new enemy looks like a food slenderman.
A new friend? I need to see this for myself, also rip 100% speed ;~;
Iād kinda prefer a cap of half the base speed instead of 95% cap but that is not my decision
I donāt know why people would freak out about the new enemy, she looks pretty friendly to me
I might change the cap later. I wanna see how this one pans out for now.
Additionally part of the reason for these changes to the Speed stat is I wanted to increase how much investment you needed to hit the cap. From this wolfram alpha query, you can see the old formula (.95^x) capped out at 100% at ~110 Speed and the new formula (.99^x) caps out at 95% at ~300 Speed. If the cap was 50%, it would be reached at about ~70 Speed. To retain the same required investment, the formula would need to be something like .9975^x. That corresponds to only a .25% reduction per level, which I donāt think feels great. So its all about drawing out the time to reach the cap while balancing it against making individual Speed levels ups feel good.
And maybe Iām wrong and a .25% reduction per level feels fine. It remains to be seen. Iām still tweaking the formula and listening for feedback
A 0.25 reduction per level is a bit overwhelming, I think what would be a bit better would be like diminishing returns at around 85%-95% speed this way the speed is still obtainable just alot more effort to put in so implementing a more basic system until a certain % of speed and then the diminishing returns hit? Itād be easier to test certain formulas if there was a form of testing game this way so much time isnāt spent on it
TBH Iām not sure what advantage that affords over .99^x. I like the formula because the diminishing returns ramp up gradually and also a mathematical formula is easier to program
Fair enough lol ig an equation is better for convenience sake
One thing Iām wondering if itās intentional or not, level 17-24, which includes all of the new levels, all have the exact same time bonus requirements. Most of why Iām wondering is that getting the bonuses on the new levels feels significantly harder than it has been for previously levels.
I donāt think itās intentional. The time bonuses for 19-24 are the same as 18(bonus round for previous set).
Level 17 is that bonus level. I included it.
Looked back at it, 17 is should not be included, I miss-read. 17 is the beefcake dragon, should be 18-24
I figured since the time formula is being changed and tweaked right now, finding clear times for the new levels isnāt necessary, since all the levels are going to have to be re-timed anyway once I settle on a final formulae
so Iām guessing the next update is spellblade weight levels. i donāt know if Iām wright but i probably am.