@dalen lewin, gave this one a try while I was sitting around feeling lazy, thumbs up for a great find, also really nice to see the developer has already made a few access changes with the cathedral and the barracks, so presumably the port and inn will follow relatively soon.
As regards the game, I played with the light version for an hour, then decided I was going to get the full version, partly to support the developer, since I'm more than willing to give a couple of quid to someone who shows this level of commitment, and partly because yes, that ap store add when going down floors which there was no way back from, was annoying! although in fairness, I suspect this is more due to the inaccessibility of Apple's crappy ap store popups, rather than anything in dungeons and such.
So the game is fun!
I particularly like the swipe attacks to divide your total damage by all monsters in the battle, it's a fun mechanic and makes even basic turn based battles interesting. Then of course there is enough of a frequency of rests and treasurechests to require some thought, and with magic, skills and status effects I can see this one is going to have a lot of things to play with.
The one thing I find a miner pest, is the game's screen refresh rate, and when it does or does not give automatic reports of information.
I seem to have to wait a while clicking on each npc dialogue before the text advances, which makes conversations feel a bit slow. I also sometimes find, particularly after battles, that the screen doesn't update with the loot options and proceed button unless I double tap on either the image of the dungeon floor, or the xp total.
Battles oddly enough are really good, with more than adequate Vo reports of what's happening, but sometimes on the dungeon floors, that's not the case.
also, occasionally when coming upon a battle, I sometimes hit the proceed button which seems to be some sort of pre fight run option, which is a nice idea, but it'd be handy if it was a bit more reliable, EG if vo made the sound for an upcoming fight and then immediately went to "flee!" button.
In terms of access fixes, I find it a little odd that there isn't a text box to click on for information about monsters, the way there is of all in game items, both because it'd be cool if monsters had descriptions, and because at the moment there realy isn't a way to tell much about a monster during a battle, including how damaged it is.
I suspect there might be some sort of graphical indicator here which is missing from the image label for each monster, since usually rpgs tend to tell you how alive the things you're fighting are .
So, perhaps info could be added to hint text to speak after the monster name, EG maneater, wounded, vulture, close to death or the like.
It also might be nice if the inventory had a few auto sort options, EG ability to have your equipped gear at the top, or display only sellable loot items like goo gobs and animal skins, just to save on the flicking, though I do like the way the inventory uses a standard Ios list on the items, complete with choices of actions.
Apart from that though, I'm definitely liking the game so far, and I'll be interested to see what's further down.
Unfortunately, when I transferred the Icloud save from the light version to the full version, my character lost all his items, home stone included, which makes me think he's probably dooooomed! .
But hay, such is the fun of dungeoning .
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)