Path of adventure
Description of App
Free or Paid
Apple Watch Support
Device(s) App Was Tested On
Not only is all information in the game textual and thus %100 voiceover accessible, but also the developer has gone out of his way to try and present information in as quick and easy a way as posssible.
For example headings have been added to a lot of screens that you can skip between with the rotor setting in Voiceover, meaning that you can quickly say view your stats and the enemies in battle or sections of your inventory, though of course you can find everything with basic swipes too.
This is a really fun, classic rpg. Easy to learn, but with tactical choices, interesting combat, six different characters to play; each with a different experience, and loads of items, monsters, magic spells. ETc.
It has randomly generating content, but also plenty of ways to win through if your careful.
The game is entirely free, but the developer sells undos. These let you take back a choice if you get your character killed, toss away a valuable weapon or item or do something else you regret.
Developer's Twitter Username
8 people have recommended this app
Cool game. Playing through tutorial and will probably buy the upgrade. It is very nice.
I am interested in this game and was curious about its replay value. Are dungeons randomly generated or will the same choices each time yield the same results? Thank you for any input.
While there are some events that always show up there is a pool of items, weapons, and monsters which can all appear at random, including one of thus far three different main bosses.
its not as random as some games, but you'll need to play for a while to see everything, plus of course, each of the characters has a slightly different playing style meaning the tactics your using with them will change even if you come upon the same events.
And of course, there is likely to be even more content thrown into the mix in the future when the game is updated.
hi. I just found this game and I’m having a lot of fun with it. However, whenever I die I am told that I can resurrect myself for 40p sterling. Whenever I try to do this I am informed that PayPal my current method of payment need to send me an SMS that I never receive. I am also told that my Apple ID needs verifying. I verify the ID and the system appears to freeze. . Is this a problem with the iTunes Store always an issue with the app. I should also mention that I have successfully purchased the upgrade to the app.
Hi, first a big thanks to the dev team for creating this engaging lil game. I just can’t put it down!
There’s only a couple of spots where I am, what I call caught in a loop. This happens when I’m in battle, and I’m swiping right but I cannot advance beyond the part of “attacking...”
So to get around this I do a 4 finger tap at the bottom of the screen. This loop has happened in the shopping screens also.
Thanks again for this fun game!!!
I love it, so much fun. I find myself looking forward to waiting for things so I can pull out my phone and play it. I still haven't beaten the rogue but I have gotten to 47/50.
Thanks for this game.
Hello all, and path of adventure dev team, first let me say I already purchase the game, and was enjoying it until I got caught in another kind of loop. A loop of death and payouts! lol
ok, I've apparently made some poor choices early on in this game, and my weapons and artifacts aren't up to taking on the gargoil. Though I'm not sure anyone is ever actually able to.
So? Should I just end the game and start over? Or should I shell out another 99 cents for another Resurrection In good faith hoping I'd be able to win through, I've already gone around twice on these Resurrections. lol
So yeah, I'm kind of done with that. If this is the path of adventure, its getting a little deep for me. :(
If the solution is to restart, I can live with that. Thanks.
The resurrections aren't really intended as a major part of the game, and apparently are going to be phased out in future anyway, so I wouldn't rely on them too much.
Sometimes you just do end up with crappy luck, better take it on the chin and learn for next time.
One thing I will say, is this is a game where your intended to learn as you go on, and where each run I've done has got me a bit further as I work out how things fit together.
As a few general rules, always explore ruins or dungeons for the XP, try and be relatively even handed with your character's stats, don't be in a situation where a weapon breaks at the wrong moment unless you have a backup (weapon breaking is my own personal nemesis), and remember to use everything to your advantage including mushrooms and magic spells.
There's also about to be an update which adds headings for easier navigation in the inventory and main screens, as well as notifications in battle when your weapons are breaking, so people having layout issues might want to wait for that.
Also I'd strongly suggest reporting any problems to the developer, since he's a very nice chap and totally committed to the game being as accessible as possible.
I am truly happy with this game. Honestly, I am not a fan of text games but this one has definitely caught my attention. I have only downloaded four or five text games. Well, I understand that paying for resurrection is one way of making money out of this game and I am totally OK with it. I have not been able to defeat the giant yet and I know that I have to keep trying. With some luck, I will get to the end. I have reached the 50th day or level or whatever it is; just need to defeat that giant and hopefully I will start with a different character. The game is awesome. I love it. Even if I have to restart the game, it just proves to be very challenging and you really have to come up with a strategy and, of course, hope for good luck as well. Thank you for this wonderful game. I picked it up last night and I was not able to put it down until I saw that, for the moment, it is impossible to defeat that giant for I didn't have any more weapons, mushrooms, potions, etc. I wish I would've been able to use spells on the giant butt could not do so. LOL. I am not complaining. I absolutely love this game and I cannot wait for new surprises in future updates. I recommend this game to everyone. This game truly deserves five stars. Oh, by the way, I am not experiencing any issues such as the ones mentioned in other posts. It seems to be running perfectly on my iPhone X. Well, I am off to another adventure. LOL. Good luck, my friends. Cheers
Hi all and thanks so much for playing my game! To read all your nice comments is heart-warming, and very motivating.
About the purchasing process; this is out of my hands, really. As soon as you press a purchase button, iOS takes over. Any problem with accounts or verification needs to be addressed with Apple, I'm afraid.
About the loop during attack or at the merchant; this seems to be related to the toggle choice that is present at those moments. With one toggle you can choose between certain groups of choices, like "attack", "use", or "magic", during a battle. I'm not quite sure what's going wrong, but I've just send an update for the game that *might* fix this. If people are still experiencing this issue while at version 2.0.0 or higher, please let me know.
About the resurrect purchases; this was never intended to be used so frequently. It was more like an extra service in case you made a silly mistake and wanted just another chance. But some people have come to think that actually the game was designed around this feature and that the game was paid-to-win. So, to end all confusion, I have removed the resurrect purchase. It's now truly game over when your character dies. At the same time, I have slightly turned down the difficulty for the Rogue and Warrior, so you stand a better chance at getting through the game.
Again, thanks all for playing and leaving such great comments! If you experience any problems, post it here and I will try to fix them. If you enjoy the game, please consider leaving a review in the App Store as this greatly helps people to find the game. Thank you!
I got this game on Friday and spent a shameless amount of time on the weekend unlocking Assassin and making it to the end boss on Assassin mode, twice, once I didn't have a good enough weapon or high enough attack to beat the giant to death with my bare hands, although I had enough magic to lower his attack to zero. Then I saw the need for the "give up" button, and the last time poisoned without antidote.
I actually found this game so interesting I joined audible games to contribute to the discussion forum, unfortunately I don't know what's going on with the site. I can't contact the moderator, or the developer. Keeweed if you can read this please let me know.
If people like I was thinking of wrighting a guide to the game, like when to use what items etc, how durability works etc. I'm just not sure if posting a 2-3 page guide to this forum would be appropriate or if that would be too much.
It is fully accessible, but a few things I noticed. You have to go into the inventory to check durability of weapons. It would be nice if it showed up on the battle screen.
Selling items requires going into the inventory for each sale. Kind of annoying when you have to sell 7 mushrooms for a heal potion, and this game will make you use everything you've got.
If you want to use a health elixir from the inventory Voice over says "use life +11 button" if you have 4/15 health. Unfortunately voice over says the same thing when you are on the growth elixir. Keeping track of scrolling can help, but it might be nice to relabel the buttons to say "use life +11" for health and "Use growth elixir" for the growth elixir. Not a serious problem given the overall accessibility of the game. I haven't got stuck anywhere, and I'd say the accessibility is great.
If you are dying I would definitely restart the game. If I get myself dead I figure I don't really have the tools to continue with that quest, and restart. I think the game really is meant for that. It's more old school, but I really like that.
I unlocked warrior and assassin without needing the resurrect and I am confident that I can beat Assassin with a little more luck.
Hi Ben, thanks so much for your message. Of course, a guide would be awesome! I replied to your message on the audiogames.net forum. To comment on forum posts, you first need to introduce yourself in the "Introduce Yourself to Gain Access" forum. Looking forward to continue the conversation there!
I really love this game but I really miss the chance to resurrect my character and continue playing. I know that some people thought that it was a way to make players spend money on the game but, in reality, I think it is just a matter of making your own decision. Nobody was being forced to spend money and I think it is absolutely fair that app developers make money for their work so that they can continue updating and improving their apps. Since each resurrection had a prize of $.99 cents, why not offering packages consisting of various Amounts of lives or resurrections? Perhaps The first package or smallest could have four lives, etc. I think that would be a good thing to have. I honestly hate the fact that when my character dies the game is over. It is true that not everybody would be spending money every time their character dies, but it is nice to know that it is still a viable option. Well, it is just an idea. What do you think about it?
I agree with this idea. I thought that $.99 for a single resurrection seemed a bit steep, but the idea of packages of resurrections is a good one. Perhaps something like 3-5 lives/resurrections for $1.99 or similar. It might be nice to offer an unlimited package for $9.99 or $19.99, like how you can unlock unlimited play on many Blindfold games.
Something else I think would be nice is the ability to resurrect from a specific day on the path. Similar to how in King of Dragon Pass you could select a year to go back to, but you lose all your progress from that year forward. The first time I got to the dragon at the end of the path (and died), I really wished I could resurrect and go back to the merchant before the castle.
All that said, I love this game. I've probably spent more time on this game than any other new accessible iOS game in quite a while. Huge kudos to the dev.
Thanks for the suggestion DrummerGuy, and Aaron, I will think about it. I too like the idea of having this final last option for certain scenarios, but I just don't want to catch another storm of bad reviews. And about the $0.99, I never wanted it that high, but it's the lowest Apple allows.
I posted to the "introduce yourself" forum on Audio games. How long does it take to gain access. I'm guessing it gets reviewed or something because I still can't post.
Anyway, about the newest version.
I was playing furiously last night. Working at unlocking Thief, and I died - which happens a lot, but I don't mind. When resurrected I noticed the changes. Guess I had automatic updates turned on or something. At first I was like "what! when I only found one weapon, but then I checked my inventory to find a wizard staff. This totally made the game easier. I still died a few times before unlocking Thief, but having the staff from the very beginning really changed a lot.
I noticed Thief starts with the lockpicking knife. I'm assuming that is a change, and also a peeping gnome, I'm not sure if the gnome was in the earlier version or not. I also want to keep my start with the thief. I found a fly swatter and a key, which I think is like the perfect thief thing to start with, although, given the lock pick a sharpening stone would probably be better, - Don't change the randomizer, I'm just ranting here.
Wanting to keep my thief start I haven't checked out the changes to Assassin, warrior or rogue yet either, but while we're giving out artifacts, does the warrior start with sword of flame? - that would really change the difficulty, and Also, Warriors and Rogues should get exp for one strike kills, maybe reduce it to 1 instead of two, but I found myself cursing the brawn ring, and that's just not a good game feeling.
Concerning the formatting changes. I love the headings, the "end main" doesn't need to be there, but it's not a major thing. I love the headings. I noticed you used a few "landmark" headings. Adding a landmark heading at the very bottom of the screen would allow me to go to that heading, and swipe once to "continue the path" or whatever the last option is, and then I could swipe through the options. This would save a few swipes.
A landmark heading at the bottom of the inventory screen would also help, for the same reasons.
The breaking warning is good, but I was already going into the inventory incredibly regularily to monitor durability, I'm amazed that no one on audio games picked up on the fact that you could do this. As a result I know a lot about durability.
It seems that there are 2 points in each category, so a brand new weapon has a total of 10 points. Each time you hit something it lowers the durability by one. Misses don't count to lowering durability.
Durability is a valuable resource in this game, and careful monitoring really makes a difference. For that reason, if the weapon always gave the durability, instead of just when it is breaking, this would draw to the gamer's attention the importance of this. For instance if you pick up a brand new pitchfork, when you already have a scratched one then it is good game play to use the scratched one until it breaks, or is breaking if you want to save it for a wraith. Right now if it is breaking it says breaking after the weapons stats, which is great, but I would suggest something like "breaking: 2" or Good shape:1" Not having to go into the inventory all the time would enhance the gaming experience, and not really effect the overall difficulty, it just draws people's attention to a pretty important part of the game.
I still don't know exactly how much a sharpening stone restores, My guess is three.
There's one more thing that would help. When selling items to the merchant, if the sell button was a picker item, you could choose how many items to sell. I once had to sell 7 mushrooms, and going to the inventory for each sale was a little annoying.
My last comment for now is about the wizard's staff. The description reads "if used when casting magic..." The if thing makes me feel like there should be a choice. I'm not a developer myself, so I don't know the best way to do this. The reason it is important is for a situation where you have 2 mana potions, some keys or a lockpick, and no sharpening stone. It would be worth saving your staff, allowing the mana cost to rise, keeping it in check with your mana potions, in the hopes of finding a knight. This actually happened to me. I was in the castle with that exact combo, but had to break my staff in the first encounter with the dragon, then found a knight with a sharpening stone before the second encounter. I had enough to beat the game and unlock Thief, but there are situations earlier in the game where this could happen.
Because it's really only needed for breaking staffs, perhaps when it gets to Breaking: 2 when you cast a spell something could pop up saying "use wizard staff: Breaking" followed by yes and no buttons, that would work like the choices where you need to select one to proceed. Giving this warning at breaking:2 is a great idea, because if someone has no keys or lock pick, but the sesame spell, they could use sesame, drop durability to 1 and hope the knight has the elusive sharpening stone. So for that reason they would want to save the staff at breaking:2 - unless you want to give them the option each time they cast a spell.
I still don't know what a deathox mushroom does, the only 1 I ever had was identified by the witch, and was destroyed in the process. Gamers on audio games were talking about a mushroom reset. Is that what this mushroom does?
I can't wait to learn a little more and make a complete guide.
Hi Ben, it seems you're doing an amazing job at the Path! Great to read all your experiences. I'll consider the Wizard Staff thing, and to always informing the durability of weapons during combat. Also, I like your suggestion about adding a heading at the bottom. Would you prefer a normal h1 heading, or a footer marker? I'm not 100% sure how those two work out differently for screen reader users. About selling multiple items, I understand this is a nuisance, and I'll try to figure out an elegant solution.
Again, thanks for playing and sharing your thoughts!
Ps. You're right about the detox and the sharpening stone ;)
Hello Keeweed. Don't let harsh criticvisms throw you off. Often times they come from something else that doesn't have anything to do with you as the game developer. For those who like your app offerings, they will continue to play. For those who just want to rant, use the criticism, if you feel it's actually appropriate to your overall mission for the app. Read the forums and use what you can. Disregard the rest. It's your app. You choose what to do with it and let the chips fall where they may.
It is always so nice to find a developer who reads this type of forum and is willing to entertain suggestions brought forward from their players. Please keep up the good work on this game. I think you have a hit on your hands.
Hello! I'd like to try it but unfortunately I do not understand English very much. Does the translation exist in Italian?
That’s great. Thank you for putting so much work into this. My thief died on day 12 with the key and fly swatter. I’m trying again with a straw shield and a tomb of fungi.
Between restarts I played around with the other classes a bit. Rogue is easy enough already. I would have obtained some sick high score of +200 in the castle, but as I was more concerned about game mechanics I ate an unidentified mushroom in hopes of finding the elusive Detox. I thought I remembered that the mushroom button was grayed out if it would kill you. I was planning on using one of my 2 heal potions after the mushroom, so my life wouldn’t have mattered and I forgot to chek – my bad, haha Death.
With your info on Detox I am now close to having enough info to write a really good guide.
Thanks for the tip on the sharpening stone. When putting durability on the battle screen you could omit the number and just give the class. Astute players should notice how the weapon doesn’t drop in class with every hit, and this may actually make it more engaging.
The heading at the bottom should be a marker like the one at the top. Perhaps someone else can provide more info on the exact differences.
Also, I could use a heading for artifacts. Like have items up where they are, but ad an “Artifacts” heading. It would make that navigation easier.
On other apps I have seen what voice over calls a picker item. So for instance when you go to sell a mushroom it would say “sell treasure 4, picker item” then you can swipe up and voice over would say “sell treasure 8, picker item” that would do it I think.
Regarding more aspects of game play. Warriors still lose experience for making a one shot kill. This is incredibly frustrating when you lose initiative on the first round, and get poisoned, you kill the monster in one hit, and get no exp. You took damage and are dying, having the message tell me that fight wasn’t so bad is ironic at the very least. The warrior is a class that loves to kill, they should be extra rewarded, but I think just the regular 2exp for the encounter would be good. You could allow rogues the same 2 exp for 1 hit kills, to make the difficulty progression make more sense, and if you wanted to super nerf Rogue awarding them 1 exp for fleeing would be ok, but warriors should not get the exp for running away, just the 1 exp they will get if the enemy runs away.
Right now Warrior is actually harder than Assassin. The ring of stealth never robs you of experience. I would also make a comparison to FF7 limit breaks. I would try to time those for the beginning of a battle to maximize damage and life ratios. When it works out its like “Oh, Ya, My special kicked in and I’m really happy” with the brawn ring it’s like “Ya! My special kicked in and I still don’t have enough for that elixir”
Also, I like the idea of giving the Warrior a flame sword to start out with, but that might be going a little too far. It would just add a bit of symmetry, in that all 3 artifact weapons would be assigned to a character class. Although reserving this honor for the Assassin would also make sense, as the master of shadows they would play with fire, and in terms of other games I’ve played reserving the artifact characters for the later unlocks would also be good game play, the incentive for unlocking warrior is the ability to start with the flame sword, and if you make sure the assassin does lose exp for 1 hit kills it would make sense for that class and beyond and would help with the difficulty progression.
Detox mushrooms are so rare that you might have the tombe of fungi reset the mushroom limit. I haven’t found too many tombs either, but maybe this is already the case, I haven’t been able to test out everything.
Lastly, concerning the resurrection issue. I unlocked warrior assassin and wizard on the earlier version, and I did it in under a week. I get that dying is frustrating, and I can’t count the number of times I snuffed it. That’s part of the game, and I like how it plays. Death is a pretty permanent thing, and I’ve played a number of great one hit wonder games.
That being said, I can see the value of selling pouches of pixie dust that have 10 uses to players for the 1$ minimum. Sometimes it’s nice to have a cheat, but beating this game is totally possible without it. It just might not be on your first try. Why do you think so many have died on this path. It’s not just a matter of wits, it’s also a bit of luck.
Another way you could help out players is on the rogue level, if you die in the castle, you could choose to start again from the throne room. Like the queen uses her powers to bring you back. It means that on a first run through you wont have a frustrated player that just wants the win, gets to the castle, dies, and doesn’t have the patience to start from the beginning. Having a good first run is really important for getting people hooked.
Also, it gives them a chance to pick a different weapon from the queen, if they want to alter their strategy.
I don’t know how difficult adding in something that would put the player back to that level would be in terms of development though. I guess you would have to get the app to save the inventory and player stats on day 48, and then use that to revive them. Like I mentioned before I’m not a developer, and I honestly don’t know how difficult that alteration would be.
I still can’t post to Audio games for whatever reason. I posted an introduction on the introduce yourself forum. Is there a long review process for admin approval?
Loving the game and hoping to have that guide out soon
I would like to also thank this developer for such a great game. It is really easy to use and that’s very important for us who cannot see well. Also the game is very enjoyable. Again thank you very much for the effort and I hope you do more things like this.
Lots of good news. The breaking weapon warning now shows up in the battle screen so you don't always have to check your inventory. Rogue is now easier, and later characters start with artifact weapons. The developer has also added a bunch of headings, and I posted a guide to this game over at audio games. Here's the link. https://forum.audiogames.net/post/410967/#p410967
Hello BenF. I just wanted to tell you thanks for the game guide. I am at the beginning of the game and was having a hard time understanding the environment and what to do next. Your guide has given me lots of insight. I appreciate the time you have taken to assist the rest of us. Once I read through it a couple of times, I then went back and played a bit. Things seemed to make much more sense now. You must have played many hours in order to give the details that you have included in the guide. Can't wait to see where the path leads next.
I'm glad you enjoyed it. When I downloaded this game about 2 weeks ago now, I kept dying and went online looking for a guide. I found out about audio games, and found that there was no guide there either. I'm glad it is helpful. I just finished Theif mode today, and have updated the guide, same link as before. There is a little more info about the merchant, and I found out about allergic reactions to mushroom rooms that have already been visited.
I've probably spent over 30 hours on this game in total to be honest. I would say you definitely get your $3 worth.
There is some talk on the audio game site about making a wiki guide to this game. I think that would be great, and would want to include monster stats and weapon stats. It can really help knowing what you're going up against before clicking the fight button. For instance, who knew Gargoyles have a speed of 5! and a defence of 1 so do you eat an attack defence or speed mushroom?
The new version is out. more weapons, more items and quests. get the upgrade now :)
I love the cursed weapon idea. This game is the best IOS game I've ever played. It is so incredibly cheap to boot. Sighted people enjoy playing it too. My son loves it.
I have beaten the rogue a couple of times but have not beaten the warrior yet. I will, I will, but have to be careful I have found myself playing this game when I should be doing other things!
Thanks to the dev!
this reminded me of A suggestion that I had regarding the number of weapons one can carry. It seems that the number of items and spells we can carry is unlimited. I was wondering if it was possible to make the number of weapons that we can carry on limited as well?
Haha, join the discussion on audio games. https://forum.audiogames.net/post/416155/#p416155
The four slots for weapons is quite deliberate and part of the game strategy. Also spells and items don't take up much space in a ruck sack.
I love this game and have written a guide you can find on the audio games site. Playing around with the new version now. working out a way to kill the end boss in the first round, I'm thinking that the mage might be able to do it with the ring, but I also have to check out changes to the warriors ring, I noticed the assassins ring now works by receiving charges, instead of on a random 25% chance. So, I have to find out if the warrior ring will do the same, but want to finish playing with the mage character first.
Well, I think that having unlimited weapons would kind of defeat the purpose of the game for it would just make it too easy to beat. I, for one, wouldn't like to have unlimited weapons. This is only my opinion.
As frustrating as it can get, I do understand the four weapon slots.
However, I do think we should always be able to fight with our hands and it might be like that in this version. I would also like to be able to go back at least one screen should I accidently tap follow the path instead of enter the <place>! This could be hard to implement though I I do understand why it is forward moving since we could go back and unlock the knight over and over or get treasure, so it would have to take all that into consideration.
I love the cursed weapons and the dimming out of things because it adds more character!
What a brilliant piece of code work this is!
Thank you again and again...
Yes you can fight with your hands but only if you have an attack of one or more than the enemy’s defence, so For an enemy with a defence of zero you only need a defence of 1 but for an enemy with a defence of 3 you need an attack of four. The older version let you kill wraiths with bare hands, but the new version now has demons instead, and you cannot attack them bare handed.
I too have accidently tapped the wrong button, but this game has a certain finality to the decisions that is very life affirming, and makes the death more poignant.
Hi guys, thanks so much for playing the game and leaving these wonderful comments. It really means a lot to me and it's a huge inspiration to keep working on this game, or making games in general. So thank you!
About the weapons; it's true that the four slots make up a big part of the game's challenge and having unlimited weapons would defeat that. Also, it keeps the game cleaner, because it prevents having too many (redundant) options during a fight. That's also why the bare handed attack isn't there when you're carrying 4 attacking weapons. My advice, drop a weapon, or replace it for a shield. About demons, you're right that they used to be the wraiths. Because of the new spiritual enemy class, I renamed them. But, you can still fight them bare handed as was the case, you just need the right amount of attack.
I understand the going back a step would be a great feature, especially for visually impaired users. At the same time, it's quite a challenge, both technically as well as design-wise, as already described by ImaginingStuff. Still, it's something on my mind and it might result into a feature some day.
my bad, I must have misread something at some point, but ya, you can totally kill demons with bare hands, and the introduction of spirits is great, now there's less chance of losing your weapon. Great game!
Also, one thing that I noticed is that for the first time ever, I got a monster part from a knight. This was on a second encounter with the same knight, i.e. coming out of a dungeon, which is more rare with the ruines now. I’m just wondering if this is to tone down the second knight encounter, or if all knight potentially have monster parts now.
That last message was actually meant for the forum over at Audio Games, but to keep everybody here in the loop, There is a new version out, Now the ruins and Dungeons are different, there are thorn bushes and mosquitoes for you to flail your way through. More artifacts, and more items, and different encounters with knights, and more traps and dangers. It's a very exciting new release, I would recommend it, and check out the forum at audio games for more detailed discussion of the strategy etc.
I want to inform you that a big change was released lately, with the 4.2 update. From now on Path of Adventure is entirely free to play. That means there's no longer a pay wall.
What came in its place is a new feature, called undo. It allows you to undo any move, in case you want to revert a mistake, or a bad choice. Even after death, you can undo your moves. All users that unlocked the full game in the past, are rewarded with a fair amount of Undos. Any more have to be bought through in app purchases. Nothing else changes to the game; you can still play it without the undos and not pay a cent. It's just an extra convenience.
Thanks again for playing and hope you have a good time!
Hi, I'm really enjoying this game despite being rubbish at it. One feature request is some audio cues for health maybe. Flicking back and forth up and down the screen seems a little cumbersome. Unfortunately voiceover doesn't seem to read anything out automatically, or is that just my settings? Anyway, some indication of being close to death or an easier way of tracking stats would be great.
Don't worry about sucking, I did at first. I went online looking for a guide, but there wasn't one. I decided to write one partly to help myself figure out a way through the game. I can't even count the number of times I died before beating rogue, but the game does get easier with experience. The guide is posted at audio games, but it was written for the earlier version, so it isn't perfect for this version, but still may come in useful.
follow this link
and as far as accessibility is concerned, I have yet to find a game that is this easy to play, and enjoyable. For comparison, check out battle arena, it is "technically" accessible, but I still can't figure out how to use and equip items, and moving your character around the map in battle arena is insanely difficult. This game has some good accessibility features,
First, you should set your router to "headings" then the flick up and down will take you more effectively to parts of the screen you will need. To look at your health flick up to the heading labelled "you" - this is your character stats. One swipe right will take you to life total, another swipe right will take you to defense , the next swipe right will take you to attack, another swipe takes you to speed, a fifth swipe takes you to treasure, and one more takes you to progress. Swiping right from the progress indicator will take you to the next heading labelled "story" so to quickly look at treasure, say if your at the merchant, then you can flick to the heading labelled "Story" and then two swipes to the left will take you to treasure.
Navigating using headings is quite usefull. The one sort of annoying thing is that the story part isn't automatically read out, so to find out what is going on you frequently do need to flick up to the story heading, and then swipe right to hear the plot developments. Keeweed is aware of this, but can't figure out a way to have this read out automatically.
If you know of a more accessible game, please let me know. I have now beaten the game on every setting with my lowest high score being 450, so I wouldn't mind trying out a new game. I tried battle arena, but like I said, the navigation there is truly difficult and I would not recommend the game.
Yes, I found your guide and very helpful it is too.
Sorry if my comments came across as disparaging the accessibility of the game, it's very accessible which is a wonderful thing, I was just more asking if I was using it correctly. The developer has obviously gone to great lengths to make sure it's a good fit for us voiceover users, so thank you to you developer, where ever you are out there.
As for the automatic reading, I think this is more of a flaw in IOS and voiceover. It would be excellent to have auto read set on certain areas of the screen. Imagine using it in messages so that each time a message came in you didn't have to move the focus to the chat stream and could just remain in the edit box. This is kinda possible on Mac but does take more fiddling.
Again, thanks for your reply.
OK, and sorry if I sounded harsh, I really just have been looking for another fun game and been a little disappointed at how little is out there, especially of this quality.
I was also hoping my description of headings was useful, it does make navigation much easier.
I agree about the autoread. Having the story autoread would be great. Even if it did move the focus up to the top, but I think you're right about the limitations of voiceover. I don't really know that much about this, but I haven't encountered any aps that would be acting like you described, although I think the game amazing has some read outs that function sorta like that.
I Believe there are some multi player dungeon apps out there, so text based but you have to kinda learn the syntax. I only had a quick play, but seemed good and you'd also encounter other players online.
The choice of games series is a lot of fun. Less dungeon driven and more variations on story path. There is a zombi Siris which I really enjoyed. Again, more about the story than the game play.
I'm a dungeon master, still sounds such a weird title, so tend to play games like this around the table with friends which can get much more involved. I believe roll 20 has an iPad app, which I'm going to be checking out, if you wanted more immersive game play.
And thanks for the suggestions on headings. I use that all the time, really speeds things up when navigating anything.
I'm a dungeon master from the way back, when D&D was still owned by TSR. I love the numbers, and strategy. Less enamoured by the choice of game type games, which to me seem kind of like those choose your own adventure books. A few text ones I remember from the 80's were things like the hitch hiker's guide to the galaxy. text based and story driven, but definitely required skill in choosing actons that would advance the story, kind of like the kings quest games, but what I really need are games that work on the iPhone, so I can play it on the bus and stuff like that.
I was told about a really great game, made by only two people, and it’s probably what you’re looking for. The name of this game is “Timecrest: The Door.” It is a extremely compatible voiceover game that uses texts, it’s both a story and a very immersive interactive game. The choices you make impact the game directly and the items you use to. There is a podcast interview with the creator of Timecrest on Apple this. It was very cool how he described the way he made the game. Might want to look into that too. I have play played other games that are more story book like that you still make choices in, however time crust beats them hands down. I suggest you look into it and it’s completely VoiceOver compatible. Hope you love the game as much as me and enjoy!
OK, I gave the game a try, but there are a few things I'm not crazy about. The busy timer is annoying, and even if you skip all that with time crystals, it's kind of annoying waiting about 10-15 seconds to get the next response from Ash. I want something that responds immediately, like path of adventure. Also, so far I'm not really seeing any strategy, but maybe that's because I'm still in chapter 1, but I want something as awesome as final fantasy, or something where you really do need to think about strategy. So far it's playing more like the choose your own adventure type stories I was complaining about. The more games I try out the more impressed I am with path of adventure, I have yet to find anything that comes even close to being as great as path of adventure.
Stop it now Ben or you'll make me blush ;)
Really fun to read all your experiences with the game, and with similar games. About the auto-read function; it's something on my mind, but unfortunately it would require a lot of work. If there's anything else that can be improved for the voice-over, like adding certain headings, please let me know.
I'm just thinking pips for hp lost and maybe a different tone to damage done to the monster... Or maybe hp pops up for both at the bottom of the screen. I've been caught out before by big hitters.
Thanks for the feedback Oliver! I'll think about it.
Hello. How much of the path of adventure can i play without purchasing anything?
Hi Maxi, You can play the entire game for free. I've unlocked every character without using a single undo. You can buy them to support Keeweed, who has put a lot into making this game accessible, but you don't actually have to spend anything. There was an earlier release that required players to purchase the game for about 3$ to get past turn 18 but that has been replaced with the ability to purchase undos.
I also say I've "unlocked" every character, I still have yet to complete the path with the ring bearer, although my best attempt is turn 45, so close.