Damn Little Town Illya Sikeryn (WARNING: This version doesn't work on iPad 1 and iPhone 3GS) Damn Little Town is a tactical board game for 1-4 players… TouchArcade Rating: Free Buy Now Watch Media Details(WARNING: This version doesn't work on iPad 1 and iPhone 3GS) Damn Little Town is a tactical board game for 1-4 players. The game is divided into two phases: - during the first phase, you build your little town and place your settlers; - during the second, you try to escape the town, which has been corrupted. Evil is rising and destroying everything in its path. You have to escape this Damn Little Town before it’s too late... Multiplayer modes: - pass-and-play (2-4 players); - online multiplayer (2 players at the moment). Single player mode: - play with 1-3 computer opponents. REVIEWS: ------------------------ CNet.com: "Best mobile game of June 2014. If you like Carcassonne and Downfall of Pompeii, Damn Little Town -- which was inspired by both of those games -- will be right up your alley." PocketGamer.co.uk: "A sparse quick-fire boardgame with plenty of interesting ideas, Damn Little Town is just a little too punishing for its own good." PocketTactics.com: "Damn Little Town builds Carcassonne over the Hellmouth. Combining Carcassonne with Survive! is an awfully clever idea and I’m looking forward to this." ----- Dear Board Game Lovers, Your comments and critiques are welcome! We need your opinion to improve the game. - Lumarama Information Seller:Illya Sikeryn Genre:Board, Strategy Release:Jun 12, 2014 Updated:Jul 17, 2014 Version:1.1.1 Size:21.5 MB TouchArcade Rating: User Rating: (13) Your Rating:unrated Compatibility:HD Universal Chaos_u Well-Known Member Apr 2, 2014 586 0 16 God 1 mile away from your location #2 Chaos_u, Jun 11, 2014 Last edited by a moderator: Mar 26, 2015 Game Impressions seems a fun one! and said free for limited time PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #3 PeteOzzy, Jun 11, 2014 Yeah, I'd downloaded it but you beat to the punch, good work! It looks a little inspired by Carcassonne. As long as it's not a clone, I see that as a massive positive! lumarama Well-Known Member Apr 20, 2012 117 0 16 http://lumarama.com/blog #4 lumarama, Jun 11, 2014 Yes, Launch sale (FREE) will lasts for ~48 hours only lumarama Well-Known Member Apr 20, 2012 117 0 16 http://lumarama.com/blog #5 lumarama, Jun 11, 2014 It is not a clone - but yes - it is inspired by games of Klaus-Jürgen Wrede: Carcassonne and Downfall of Pompeii. Chaos_u Well-Known Member Apr 2, 2014 586 0 16 God 1 mile away from your location #6 Chaos_u, Jun 11, 2014 Can't agree more. PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #7 PeteOzzy, Jun 11, 2014 Awesome! I must admit, I read the Pocket Tactics impressions after I'd posted and realised my mistake; it's just so very common to see direct clones on the AppStore. This looks very promising! Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #8 Ayjona, Jun 11, 2014 Add asynchronous online multiplayer, and this could well live on for a long time as an iOS board game classic. Bewi Well-Known Member May 9, 2012 247 0 0 France, Nord http://iphonesoft.fr #9 Bewi, Jun 11, 2014 Subscribe to the TouchArcade YouTube channel lumarama Well-Known Member Apr 20, 2012 117 0 16 http://lumarama.com/blog #10 lumarama, Jun 11, 2014 We were thinking about online (real-time) multiplayer update quite soon definitely. But do you think async multiplayer is better? For instance Carcassonne iOS game has real-time multiplayer and that works pretty well there. pjft Well-Known Member Feb 15, 2011 1,082 8 38 #11 pjft, Jun 11, 2014 Asynchronous would definitely be better. Carcassonne has async, the fact that it works on a real-time scenario is just a side effect. In fact, it is just async with 0 delay. Is this out in Europe already? Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #12 Ayjona, Jun 11, 2014 Last edited: Jun 11, 2014 Like pjft says, Carcassonne features async multiplayer where the moves just propagate extremely quickly, and where the player is not forced out of the match after every turn (an ancient mechanism that very few async games rely on these days, luckily). And this is how every async title should work. There is absolutely NO reason (other than possibly lack of time and resources, but with Apple's Game Center APIs for async, as basic as they are, I'm not even certain implementing realtime MP is faster) to make a turn-based game realtime only. If your reason for even considering realtime only (which surprises me) is a desire for fast-paced MP games, it would probably be much better to include an option for realtime matches, or for very short turn timers. The way async makes it possible for people wih busy (slightly more) real lives to enjoy online play even when there is no time to schedule or enjoy online sessions, makes the asynchronous paradigm a small revolution in gaming. There are whole communities and groups of iOS gamers like me, who never used to play online, but now do it frequently and regularly thanks to the constant access and freedom to take turns at my own convenience that async in the pocket offers. Heck, Ravenmark Mercenaries (one of the premium iOS async titles and TBS games) has even built a competitive community with tournaments, prizes and ladders, around async play. So, competitive online multiplayer even for those that never have more than a minute of contiguous time to spend online... That's possibly one of the coolest thing smartphones has given back to the gaming world So, to save you from reading all the paragraphs you just read : be glad that you have designed a title that can support async, never even consider realtime only again, and broaden your potential multiplayer community (possibly considerably) doing a solid, polished async implementation (Just study Carcassonne for the greatest example of async mechanics in iOS gaming, from how push notifications bringp players directly into the match, to the independent chat server with pushes for chat messages, next turn in another match button, etc, etc. Possibly add a little analysis of the oooold iOS Classic UniWar on the side, and Playdek's recent async titles, for further inspiration for some particular mechanics.) currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #13 currymutton, Jun 11, 2014 Last edited: Jun 11, 2014 Carcassonne is async multiplayer! My life is dotted with work and kid. So I'm order to play with another human, only async works with me. Edit: Carcassonne is the best multiplayer on iOS, it only needs a rematch button to be perfect. currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #14 currymutton, Jun 11, 2014 Full unlock 50% off at US$1.99 to remove add and increase board size. No tutorial I can see. Need to see if the rules scene can get me into play. PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #15 PeteOzzy, Jun 11, 2014 This game is absolutely fantastic! Played the first match thinking this is a great alternative to Carcassonne with a few changes and a much faster pace and then that second phase hit. Absolutely brilliant, anyone with a passing interest in board games should pick this up; or maybe wait until it's not free as it definitely deserves the money! Definitely going to be picking up the premium upgrade for the 9x9 board Vovin ð® Spam Police ð Nov 28, 2009 6,514 3 38 Germany #16 Vovin, Jun 11, 2014 It looks alot like Carcassonne, so, what are the main differences? lumarama Well-Known Member Apr 20, 2012 117 0 16 http://lumarama.com/blog #17 lumarama, Jun 11, 2014 Last edited: Jun 11, 2014 Actually it is quite different. I.e. the goal isn't just occupy structures on the map (like in Carcassonne) but you also have to build paths to the temples in the corners of the board. Why? Because in the second phase of the game you will have to evacuate your settlers from the board. Since evil tiles will cover the board turn by turn: kill your settlers and destroy your town. You can find Getting Started Rules for the game here: http://lumarama.com/blog/2014/06/damn-little-town-rules-of-the-game/ currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #18 currymutton, Jun 11, 2014 As noted by a fellow over PT, you can feed the opponents to the evil beings during the escape phase. Appletini Well-Known Member Jan 8, 2011 2,564 0 0 Ankh-Morpork #19 Appletini, Jun 11, 2014 You don't score points for owning features, and you can only initially place your settlers in buildings (not on roads or fields). The idea is to construct and fill your buildings and connect the roads leading from them to the temples in the corners while blocking your opponent, as once all the tiles are played, you then need to evacuate your people from wherever they are to those temples. You have a limited amount of moves for your settlers each turn of the second phase, and you also get to place monsters to try to cut off or eliminate opposing settlers. One of the biggest differences is that unlike Carcassonne, which can last quite a while and sprawl immensely, especially with the expansions involved, DLT is restricted to a relatively tiny 7x7 playfield (9x9 if you buy the full version), and an entire game won't take more than 3-5 minutes in total to finish. ojtitus Well-Known Member Jul 7, 2010 3,228 5 38 Male Canton, Ohio #20 ojtitus, Jun 11, 2014 While I agree that this looks good and obviously the devs deserve to make money. I don't like the sound of this becoming a paid game with ads and an IAP to remove the ads and unlock the full game. That is just not a business model I can get behind because anyone who gets the game after the first two days has to double buy to get the full game and remove the ads, that is just not a good business practice. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 6 1 2 3 4 5 6 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? 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Yeah, I'd downloaded it but you beat to the punch, good work! It looks a little inspired by Carcassonne. As long as it's not a clone, I see that as a massive positive!
It is not a clone - but yes - it is inspired by games of Klaus-Jürgen Wrede: Carcassonne and Downfall of Pompeii.
Awesome! I must admit, I read the Pocket Tactics impressions after I'd posted and realised my mistake; it's just so very common to see direct clones on the AppStore. This looks very promising!
Add asynchronous online multiplayer, and this could well live on for a long time as an iOS board game classic.
We were thinking about online (real-time) multiplayer update quite soon definitely. But do you think async multiplayer is better? For instance Carcassonne iOS game has real-time multiplayer and that works pretty well there.
Asynchronous would definitely be better. Carcassonne has async, the fact that it works on a real-time scenario is just a side effect. In fact, it is just async with 0 delay. Is this out in Europe already?
Like pjft says, Carcassonne features async multiplayer where the moves just propagate extremely quickly, and where the player is not forced out of the match after every turn (an ancient mechanism that very few async games rely on these days, luckily). And this is how every async title should work. There is absolutely NO reason (other than possibly lack of time and resources, but with Apple's Game Center APIs for async, as basic as they are, I'm not even certain implementing realtime MP is faster) to make a turn-based game realtime only. If your reason for even considering realtime only (which surprises me) is a desire for fast-paced MP games, it would probably be much better to include an option for realtime matches, or for very short turn timers. The way async makes it possible for people wih busy (slightly more) real lives to enjoy online play even when there is no time to schedule or enjoy online sessions, makes the asynchronous paradigm a small revolution in gaming. There are whole communities and groups of iOS gamers like me, who never used to play online, but now do it frequently and regularly thanks to the constant access and freedom to take turns at my own convenience that async in the pocket offers. Heck, Ravenmark Mercenaries (one of the premium iOS async titles and TBS games) has even built a competitive community with tournaments, prizes and ladders, around async play. So, competitive online multiplayer even for those that never have more than a minute of contiguous time to spend online... That's possibly one of the coolest thing smartphones has given back to the gaming world So, to save you from reading all the paragraphs you just read : be glad that you have designed a title that can support async, never even consider realtime only again, and broaden your potential multiplayer community (possibly considerably) doing a solid, polished async implementation (Just study Carcassonne for the greatest example of async mechanics in iOS gaming, from how push notifications bringp players directly into the match, to the independent chat server with pushes for chat messages, next turn in another match button, etc, etc. Possibly add a little analysis of the oooold iOS Classic UniWar on the side, and Playdek's recent async titles, for further inspiration for some particular mechanics.)
Carcassonne is async multiplayer! My life is dotted with work and kid. So I'm order to play with another human, only async works with me. Edit: Carcassonne is the best multiplayer on iOS, it only needs a rematch button to be perfect.
Full unlock 50% off at US$1.99 to remove add and increase board size. No tutorial I can see. Need to see if the rules scene can get me into play.
This game is absolutely fantastic! Played the first match thinking this is a great alternative to Carcassonne with a few changes and a much faster pace and then that second phase hit. Absolutely brilliant, anyone with a passing interest in board games should pick this up; or maybe wait until it's not free as it definitely deserves the money! Definitely going to be picking up the premium upgrade for the 9x9 board
Actually it is quite different. I.e. the goal isn't just occupy structures on the map (like in Carcassonne) but you also have to build paths to the temples in the corners of the board. Why? Because in the second phase of the game you will have to evacuate your settlers from the board. Since evil tiles will cover the board turn by turn: kill your settlers and destroy your town. You can find Getting Started Rules for the game here: http://lumarama.com/blog/2014/06/damn-little-town-rules-of-the-game/
You don't score points for owning features, and you can only initially place your settlers in buildings (not on roads or fields). The idea is to construct and fill your buildings and connect the roads leading from them to the temples in the corners while blocking your opponent, as once all the tiles are played, you then need to evacuate your people from wherever they are to those temples. You have a limited amount of moves for your settlers each turn of the second phase, and you also get to place monsters to try to cut off or eliminate opposing settlers. One of the biggest differences is that unlike Carcassonne, which can last quite a while and sprawl immensely, especially with the expansions involved, DLT is restricted to a relatively tiny 7x7 playfield (9x9 if you buy the full version), and an entire game won't take more than 3-5 minutes in total to finish.
While I agree that this looks good and obviously the devs deserve to make money. I don't like the sound of this becoming a paid game with ads and an IAP to remove the ads and unlock the full game. That is just not a business model I can get behind because anyone who gets the game after the first two days has to double buy to get the full game and remove the ads, that is just not a good business practice.