Shooting for a beta release tomorrow, but some chance it'll be as late as Thursday. Have a pretty bad login bug that we've gotta fix, and some basic reskinning for opening card packs - it's all been placeholder UI up to this point, and getting in something that doesn't *explicitly* look like engineering art would be useful. If the login bug gets knocked down & we can get some testing in, some chance it'll be late tomorrow. *Most* likely is sometime Wednesday. Man. Nerve wracking. We also decided to do a fairly major UI revision based on some feedback, but that's actually *not* going to hold up beta, because we're able to make those revisions live. So it'll be interesting - as you play, some of the way the game looks will change while you're playing. (in between sessions, obvs) But just as an example, we were talking about card tuning - there's one set of cards that none of us were using, because even though they do a ton of damage, setting them up was really difficult. So cut one card, changed the logic of the other two to "cover" the now-missing card, and tuned the damage. Time between making the decision to change the card and the change being live in-game? Less than two minutes. Good times!
Unfortunately, our artist is out sick, I got the flu yesterday, and yeah - all in all, not the most ideal circumstances.
Thanks. Still shooting for today. Trying to squeeze in a very short, one-screen tutorial and get some back-end stuff dealt with. We have a fairly large UI revision in the works (again), but figured we shouldn't hold up the beta to roll it out.
Well that's a nope for today. Hopefully tomorrow. Launching on a Friday is usually a nightmare, but if we get it out early enough it should be ok.
...and we're live! Folks who signed up for the beta should be getting an e-mail w/ some explanation, and a Testflight build. ALL feedback is super appreciated. If you're having fun, we'd love to know what you're enjoying (even if it seems like it should be super obvious). If you hate it, we'd also love to know why you hated it. If you're just ...meh, that'd be great to know, too. The game's a work in progress - it always will be - but there's gotta be fun in there that you're psyched about or we've done something seriously wrong. I really appreciate everyone who's signed up for this - your feedback is extraordinarily valuable to us, and is significant that it's honestly difficult to explain unless you've been on the other end. Thank you. Hope to see you in-game!
Awesome! Started my first auto match but no response yet. Is there any way you could add a one player against the AI option?
Weird. Looks like my response got eaten. 1.) re: opponents - yes, we'll have PvE at some point (including hopefully P+PvE co-op). We've got weird narrative plans for this, if we're lucky enough to get to that point (which will depend on people enjoying the base card combat). But we didn't have time to get PvE into the beta. Right now there are only ~15 people in the system. Once more beta folks download, hopefully there'll be more opponents. 2.) Change your handle! Click on the blue box in the upper right on the title screen & change it there, please! 3.) You can play TWO cards each turn - one power card, one number card. The UI here isn't super clear, because it's in the midst of a revision, but we didn't want to hold things up to fix it - the fix will show up early next week. WOO THANK YOU!
I'm in! I'm in at last, on a day I have tonnes to do haha. Will give it a thorough test in a while, but if anyone wants to add me I'm McGuffin in the game. Send me match requests and I'll be sure to respond by the end of the day. I'm currently travelling in Malaysia though, so it will be at the end of my day
So far here's a couple issues I've noticed: - total fuel does not reflect the new amount after buying a pack and not opening it. - add new friends field does not seem to respond to any input. - had to customized my handle twice after it didn't save the first time. - after winning a match, the match is still in the active section. It would be nice to have that match automatically be in the completed section. - would the other user's number cards be not seen in the next implementation or is this by design? - a match starts right away with a user you have completed s match without even accepting a rematch.
Art issues Hiya, So I've also noticed that the game doesn't rotate well when using the iPad, and part of the screen gets chopped off when rotated. I'm also getting some responsiveness issues with the UI, but that could be a connection problem at my end. Haven't completed a full match yet so I'll keep at it. Cheers, McGuffin
re: opponent's numbers - those are intentionally visible. The idea is that you have some idea of what your opponent *can* do, and you can strategize around it. Being able to see those numbers is a little confusing at first, so we're trying to figure out how to address that, but the reason they're there is that we need your opponent's actions to be at least a little predictable. You can know where to move to put them at a disadvantage, for instance. Let's say you see 11, 3, 12, 13 up there in their cards. And let's say you have a 3, 2, 6, 9, just to pull some random numbers out of my butt. And the current range is 11. You might think, "I'll attack with the 9," because it's close to 11. Your base attack is 10 Damage, and 2 away means you'll do 8 Damage. Not bad. But the next turn, they've got an 11, so they can hit you for 10. Worse, they've got two other cards that are close to 11, so they've got the advantage for the next few turns. If, on the other hand, you decide to say, move to 3, then you'll gain 8 Evade (11-3 = 8), so they can't damage you badly next turn, and they only have *one* card in the lower range, while you'll be able to attack with the 2 to follow up. So by moving, now you have an advantage. You can't see their Power Cards, so their turn isn't 100% predictable (if it was it'd be boring), but you can make some larger strategic calls since you know what their potential moves have to include. -- The thing that the beta's showing so far is that IF you get past the initial hurdle, folks seem to enjoy the level of strategy involved. BUT a lot of people are just getting lost in a sea of numbers. And that's totally understandable. One of the reasons we launched now is that we can't really "see" the game anymore. We've been working on it too long. But we got a ton of feedback (including from some of you) over the weekend, and it's super clear what we need to do next. So we're working on making things clearer. If you tried the game and were just like, WTF NUMBERS I CAN'T EVEN, then hang on a few days, and if you can give it a try towards the end of the week, that'd be awesome. We'll be rolling out updates all week. You don't need to do anything to get them, they'll just show up on their own. Thanks so much!
McGuffin - rotate like, rotate 180? Sorry, I know that's a dumb question, but is the UI freaking out when you rotate from portrait to landscape? That shouldn't be happening, and if it is, something's set up wrong (on our end). Thanks!
ps: We don't have any newer iPads, so we'd been relying on the simulator & doing all our testing on iPhones. Contemplating picking up an iPad Air for testing, since it seems like enough people have them (and are having problems on them). Sorry!