Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Hi Keeweed,

I think the 1 exp for fleeing should be only for rogue and maybe warrior at best, but would say give the 1 exp for fleeing to a rogue, take that away for warriors, and then assassins lose exp for one hit kills. I think that would be a good difficulty progression.

I would say that any dungeon is worth going into! although, I like that you'll be increasing the value of the end treasure, as I understand it. I would suggest doing this for the wraiths as well.

starting with your weapon at a durability of 1 would be good I think, you'd still need to find a stone somewhere and if you used this on one of the mini bosses then you might be costing yourself experience. I think if it were me playing with a one use item I'd either sell it for what the merchant is paying, or use it on the shady sorcerer.

Getting through the final castle usually costs all the durability I can manage. I find myself running from battles, just to save the damage to my weapons.

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