Swordy Quest Future Enhancements
Now that Enchantments and Alchemy have been added to Swordy Quest, I am looking for any other ideas the blind and visually impaired community might have for what to add next? Please reply to this post with any ideas or thoughts you have.
Thanks everyone and don't forget to Get Your Swordy On!
Hi. Would it be possible to add the ability to gift your friends with items? Thanks.
Hello Charlie, wouldn’t it be cool to add the sound of you casting your fishing line? Thanks again for this great game appreciate all the hard work you’ve done
@jacob gerancher - Following your comment, just added that to the code this morning, so will be live in the next release. Thanks for the suggestion!
@Tetris - Nice idea. I will start looking into this, but it may be difficult from an implementation point of view. For example, I don't want to encourage people to start bartering with strangers... that could get very ugly very quickly.
So, I know when you are in the ocean you do fishing right, I also had an idea wouldn’t it be a good idea to where you can just sit in the sand and dig for golden gems using a shovel and you could hear the sound of a shovel digging into the sand? And also look for seashells
I completely understand, but wouldn’t this only allow you to gift your friends? Personally I am not interested in gifting strangers, but I would like the ability to send a gift to my friend or to possibly receive one as well. Along with the previous comment, would it be possible to add mining for Golden gems? I also had the idea of being able to build your own villages. I’m not talking about allowing you to sell and buy goods but in giving you the whole management aspect. I would gladly pay for something like that. Also, would it be possible to allow you to breed enemies like Imps and tree orcs and trolls? Last thing, would it be possible to add some more gathering sounds? One last suggestion, could you please make it so that it was like in the older versions where you didn’t get kicked out of the gathering screen when you cleared one specific area, but where it would let you clear everything in your surroundings without kicking you out? Thanks.
First, I would like to thank you for such a great game. It has really added a lot of fun to my life.
I do have several suggestions, so forgive the length of this post.
I would like to see more done with crafting. For instance, how about we add different sorts of metals. Gold, silver, diamond, titanium, aluminum. These could then be used for craft weapons that can be used in maps. Gold for instance could be used to craft weapons that would only work in a cloud map, which you can only access by riding on another mount. Cloud creatures might include thunder horse, vortex beast, storm demon, air worm, etc. silver weapons might be used in an under-water map, again, creatures might include sea dragons, sea serpents, sea witch, sea warlock, Scylla and Charybdis, seaweed beast, and the great kraken. Diamond could be used to gain access to caverns where one could find cave spiders, gools, vampires, and other such dungeon type creatures.
I would like to be able to use the crafting system to combine food items to create more concentrated restoratives. For instance, could we create a recipe where we combine berries, meat and sushi which would yield a food bar that would restore 10 health and a little stamina. Other food ingredients from the other maps might slow down stamina drain or water usage.
Let’s do more with castles, for instance, we might have treasure troves inside guarded by bigger beasties, items might include gems in larger quantities, coins, craft items, event tickets, etc. other creatures inside castles besides the treasure guards might be castle soldier, castle minion, castle scout.
Hi! I don't know how possible this would be to impliment, but I would like to see some genuine character customization. When I bought the mirror, I was a little disappointed by its features. Eventually, I t hink it would be awesome to set our character's gender, eye color, hair color etc. All of this could be done very accessibly if coded correctly. On the whole, I really love the game. I am currently focused on trying to defeat 1000 sharks, so know nothing about potions and enchantments yet. Hopefully, that's stuff I will figure out over time. I suspect that I don't put nearly as much time and effort into this game as a lot of players. I've been playing pretty much since the game officially became accessible, and am still only level 59. Anyway, for what it's worth, true character customization is my number one feature request at this time.
I would love to stay in the fishing area instead of going back to the action page after Icaught the sushi if it's at all possible.
@Dyann been working on that all day today so will be out in the next release. Thanks for the suggestion.
I came across this exact request in the facebook group, and whole-heartedly seconded it. Hopefully, it would be an easy change to impliment. It would be awesome if we could fish to our heart's content without returning to the actions homepage between line castings.
Looking forward to it, thank you.
Hello Charlie. As others already done, I also would thank you so much for your incredible job. Your app is complex, pretty huge and despite this, amazing accessible! At least here in Italy, governement and public administration should learn from you as they offer public servicies which are, in terms of accessibility, simply disgusting!!!!
So... said that, I'd would like to have an option, to put on or off, that allows character to eat automatically while fight. If it is on, you have just to watch the fight and you're not required to take any actions. The caracter simply dies if food goes over while fighting.
More important is to have MORE RANDOM.
As you certainly know, the random is father of almost every game and it is the main source of fun. Random means simulating the live where the future is impredictable. I know there is already random in the game but I want more.
More levels on anemie's power. Some random added to damages (both given and received). You must add thrill to the fight and make more difficult to forecast their end.
More, you could make visible some MOBs on the map, with their strenth so if I want to fight against a specific enemy I could travel toward it, like it is for dragon.
More: to reach the maximum armour and offensive weapons is too easy and, once you're well equiped, you reached the top of the roof. No, put a timer for every items the character owns, a sort of time consuming, you may call it age, :) LOL a percentage which starts from 100% and decreases slowly. At 0%, the item will be lost and its effect (where applicable) decreases accordingly.
I hope my ideas worth with you.
Have a lovely time and... happy coding.
I disagree with the auto fight suggestion. i dont' want to sit back and let a fight happen. I still want to take part in it some how by eating etc.
It would be nice to have the ability to dismount. For example, I now have a dragon, but I bought it before I got to the seaport. While I can go pretty much wherever I want, I haven't been able to get the sailing achievement.
If you travel on the dragon from one ocean square to another that should cover travelling by sea.
I like the auto swing option, but auto eating? That basicly means the game is playing itself. I want to at least do a bit of something. I love battle snacks, though; that feature makes a world of difference.
Keep up the great work on this wonderful game. An idea I have is for farming and houses. Example, we should use the coins to do more things like buy lifestock and profit off of it. So working the farm and taking meat and produce to different villages. Maybe set up a contract system. Meaning village a wants 100 gallons of milk. village b wants 20 dozen eggs. something like that. I know we have a quest system but we should use the coins to do more things. like upgrade the village or buy more useful things. If we get to build houses or huts more people can populate the village and we should make use of them in some way.
I hope this won't be like the late Blind Quest with no new updates/adventures. Also, what about breeding things like Ents--yes, those tree herders from the LOTR series? I'm with everyone else on the fishing and other sounds but downloading now to see if it's really accessable/good to use. you know me, always looking for accessable iOS games for my future students/myself. Plus, I'd love to raise and care for an Enting--the children of Entish beings.
It would be great if we could customize our characters for fighting. For instance, if we could assign points to melee, defence, range and stealth. This way one could specialize in archery by assigning points to range and stealth, or if you put all your points to melee, you would hit more often and hit harder, but you would conversely get hit more often and take more damage.
Likewise, if you put your points into defence, you would block more often, but hit less and do less damage. The fights would last longer, but you wouldn’t need to battle smack as often.
You could also specialize in archery by putting your points into range and stealth. Or if you put them all in stealth, it would be easier to sneak and if you put them all into range, then when you do sneak, you would hit more.
What I’m thinking is at different points in the game, like at level 50, you would get 50 points to allocate and again at 100, you would get another 50. After that, the points could come when you earn the level achievements.
Of course, the enemies would need to be buffed accordingly. Since you wouldn’t get points until level 50, you would only need to buff the Infinit enemies. It would be cool if the mongrols had a buff in the different skills, like one mongrel type would have more melee, others more defence, others harder to sneak up on and others harder to hit with a range attack. Similar for the cross breads and of course the purebreds would just be hard.
Personally, I love it when I get off an range attack and love it even more when I can kill the enemy with archery. With the above system, it would be high risk, high reward. If I missed on the sneak or only got off one shot, I’d get my butt kicked, since I put my points into archery. Putting points into melee and defence would provide the most balance. Putting them all int melee might mean shorter fights, but you will be chowing down on the battle snacks and going defence would mean longer fights with less food.
I posted this to the facebook group, but I’ll post it here in case you missed it.
I don’t really get quests. The reward doesn’t seem worth the effort. A way to make quests more interesting is if the only way you could get a high level enchantment is randomly via a quest reward. I think there should be a greater reward for fighting harder enemies too. For example, I got a level 79 sword enchantment from a Fonotasia shark. I’d like to see Fonotasia enchantments limited to level 25, The Beyond should be capped at 50 and the Infinit at 75. The only way to get high level enchantments above 75 power would be to quest. There should be more reward for fighting Beyond or Infinit sharks, than killing a thousand Fonotasia sharks. Maybe others like the total randomness. Either way, there should be more incentive to quest….
Thanks for lowering the cost to recharge the enchantments. I viewed them as disposable before, but the price seems right now.
I love the game and thanks a lot for all the frequent updates. I look forward to seeing what you come up with next.
With the current release, you need to kill up to 100 of each mongrel type for a total of 2000 mongrels per biome to have a one and 100 chance of encountering a crossbreed. And then 100 of each crossbreed type in order to have a one and 100 chance of encountering a purebred. This means you would need to kill as many as 40,000 or more mongrels to encounter a purebred. That seems excessive to me.
I suppose the reason for this is that you are only one person writing this game and you need it to take us a while to finish the infinite while you work on the next greatest addition to the game. Fair enough.☺️
I would like to propose an alternative. Keep the current system of having to kill 100 of each mongrel to have a one in 100 chance of encountering the cross breed, but once you have defeated one of each of the cross breeds, the mongrels would start randomly dropping parts like hearts brains and limbs, similar to the dragons. Once you had enough resources, you could then create a tracking potion to help find the purebred.
The way the potion would work is by telling you the direction where the pure bred is on the action page where it says what next. For example, it could say the pure bread is to the south east. You would then need to move somewhere else on the map to triangulate its location until you found the square. You then would have a one in nine chance of finding the purebred by tapping on the Square where it is. If you guessed wrong, then the purebred would move to another location on the map and you would need to start over again. Of course the potion would likely run out before you could find it again.
Even if it takes just as long to find a purebred using this method compared with the random approach that is used now, it would add a lot more fun to the game, because you would have a goal to first collect enough parts for the potion and then to use the potion and try and catch the purebred. It gives you not only a goal, but a sense of being close. Right now, you have no idea if you are one fight away or 1000 bites away. You would also have a fishing tale to tell about the purebred that got away…☺️
I think I posted this in an e-mail to the developers. the music when in big fights needs to drop in volume significantly. it's very important to listen to VoiceOver, but I don't want to cahcel all the soundtracks to do it. Also, you only have about four tracks, and the main one plays whenever you're in any village/grassland and so on? I think the hunting thing should be like the gathering. that is, when a part of the area has been hunted, it should be labeled as saying something like "Nothing to hunt here at column so and so, row so and so. What about hiding the parts of places you've gathered/hunted from? I think that'd make it easier--do this on the puzzles as well/still can't figure out how to do those with VoiceOver so well. Also, VO tends to freeze at times--only wen I move too fast to auto-travel to a new location. I can't figure out what VO is saying whenever they try telling that you can hold down a square on the map/doesn't work and map seems slow to move from square to square. to me, the critical item sound doesn't sound like a lightning crack but a strong blowing of wind/upward and/or downward flap of giant wings. hints say it's supposed to make a loud crack as in lightning, though, so what's wrong with that? One final thing: I had one of those wood creatures--I assume they're really made of wood--but after I sold it, I still got to play the PVP games with it? that doesn't make sense/don't know where I got the fire reptile from but have it now instead. so wish you could interact with the Gods--tell them how much you appreciate their services and things like that, too.
Dear Swordy Quest, thanks a lot for a great game and how accessible you tried to make it over the months.
That's why I bought the full version and also bought a lot of full packs.
What I would like to see in the future is more variety in the fight. I would really like to have spells in the game and different spells would give different damage to different kind of opponents.
Furthermore, on an easier suggestion I second the opinion of an above poster who said that the quest do not give something special in order to be worth it.
Again thanks a lot for a very accessible game and the effort you put into this.
When you sold your wood critter, you had the fire lizard, because you got the fire lizard from defeating a demon. Then when it says to double tap and hold to move you need to double tap first to select the square, and then you need to double tap and hold to move. For the puzzles, you have to remember under what square is what, it’s like a matching game if you ever played it. One more thing, for the music you can turn the volume up and down from the settings, before you start a fight.
Firstly this is a great game. I'm not much of a gamer, and it is fairly difficult to get me hooked on a game, but this has done the job.
I would advise expanding the magic section, maybe adding enchatments that have both advantages or disadvantages according to enemy or type of environment.
Also, if you're interested in expanding this to other languages, I could help with Turkish.
This feature has great potential, for example you could have a statistics bar, main icons bar, tab bar, NAV bar, should make navigation more efficient, and faster, in the gather view you could have each row, or column a group, you can customize this in the settings. In the fight of you, can have your statistics as a group, with the main fight buttons being the main icons group.. And something else I would like is, one in the settings tab, you can have A switch that says, experience players this will shorten icons, and reduces information given.
I like the idea of the "experienced players" thing, but although I'm not experienced, I think I would still turn it on just to have VoiceOver not be so wordy. Plus, what about having us draw our own shapes. we shouldn't be dictated to about how we should use the magic for gathering. it should just be there, and if we literally triangulate on something--rocks at rows 1 and 2 but also at column 2--we should be able to use it. I hope I'm making sense here/we can literaly draw on the screen-working on handwriting skills--or use bluetooth keyboards to do this. I see this as being a very good game for educational purposes/o&m, time management with the ppuzzles, and so much more of the ECC. Another idea I've had is what about clicking on the percentages of your stats when in the main screen. these shouldn't go to the "camp" tab but to the item in question. for example, when you're looking at health--100%--you can click on that and go directly to the food tab. of course, this should work while in fights--of all kinds--as well. this'll not waste so much time ... I admit I'm a bit of a speed demon/have been my entire life. anyway, I think this'll help not waste so much time looking around for things you despiritely need at the need's critical time. Agree with me? What about raising the Mooncalf? this is a creature--of course, magical--from the Harry Potter series. it could help you create your circles and whatever for the gathering tab. One more thing: I think that the sounds for battle need to change, based on the type of thing to be fought. for example, don't use the sound of cleaving into a fleshy body/blood spraying all around for a tree ork. that's offending them, I believe/they deserve the sounds of breaking/splintering wood as you chop into it. the sounds of them moving around/everything else--yourself, too-should also be added/should be self voicing and have the same accessability as De the Dusklight story or Blind Legend/you doing the stuff yourself, not with a text-based thing. I think that makes it more meaningful to you, don't you all? the sounds of defeated enemies should also change, based on the type--falling trees for the Ork and realistic sounds for everything else. I don't think Charlie should have to do all the noises, if that's in fact what he's done with that.
I love this game, and really appreciate all the effort that you have put into it.
It would be great to be able to share things with my clan. I know that some people in it would love some gems, and it would be great to be able to give them some. Same with food resources, and other items.
Hey, great game, thanks for making it so accessible.
In terms of narrative, after defeating the dragon I felt things fell a bit flat. I know there are still quests to make money and that sort of thing, but it kinda felt I'd finished and it was more of a mop up thing. I know that's not much help or productive.
I was thinking about troops, if there was a more of a conquering aspect to the game, taking on cities, gaining strongholds, cutting off supply lines, sieges, that sort of thing. I know it takes the game in a very different direction but having read lots of fantasy, the hero tends to the world defending or ruling, perhaps a war between portal planes, epic world changing sorts of things. At the moment I feel more like a 10th level character in DnD with lots of headroom for some future story that goes beyond.
Anyway, just a suggestion.
Can you play a sound when a potion runs out? Similar to the sound when your food runs out…
Right now, I set a one hour timer to notify me…
Could you consider adding stat allocation? I see this happening in one of two ways. Either give points to assign to stats, not so many points that it breaks the game balance but enough that characters show significant improvements in their base stats in addition to those provided by equipment. Or, you could use a class system, where characters would be assigned a class by the player, and certain of their stats would increase by leveling. For example, a warrior character might have his strength and health stats increased by five points every level, while a ranger might have stealth and ranged by the same amount. The equipment shouldn’t be changed; it should continue to function as it does now, but an improvement in base stats in some way would improve the replay value of the game, as well as make it easier to deal with those dragons. :)
I really would like to be able to become stronger at some point. Fighting against such strong enemies with such weak stats isn't hard, but it sure as hell is annoying and time consuming. I really don't like being stuck in one place fighting my a** off against a single enemy. While I do understand the need to fight, it's not something I want to spend on most of the time. I on the other hand, suggested one skill point per clan member, as I wanted clan members to serve another purpose other than faster gathering and faster travel. In my honest opinion, this is a great game with many great aspects. However, fighting isn't and shouldn't be all there is to it. Also, I'm beginning to feel that the weapons I bought with real cash is becoming useless as enemies are becoming stronger. The dev can either implement a way to make us stronger, or add yet more stronger weapons in the gem shop.
It would be nice if we could set the limit when the auto fight stops. 50% is pretty high when you have high health. I would like to be able to set it lower, so that the auto fight will go further before stopping. Ideally, I’d like to set it pretty low when fighting mongrels, but then set it higher when fighting dragons or demon sharks…
Thanks for all the suggestions. Will be adding these to the future requirements list. Great stuff everyone!
Thank you so much Charlie!
I used to have this game on my iPhone and iPad, but restored them, and no longer do. This is mainly due to the extreme battery drain that I was experiencing. Can this be improved upon?