One thing that we've been thinking about, now that some of the core mechanics are getting ironed out is "what do we do next"? There are a lot of things to do, and so I diagrammed this out a bit, just to get a feel of how the various things we're looking at interact. The big takeaway? There's a ton of stuff to do, and we wouldn't be able to get it all done in the next year even with a team of 20 people. With the 4 we have? Gotta figure out what the big impact stuff will be & focus on that. Fun times!
The game is APPROVED! We're looking at a launch on 4/21! Gives us that last little bit of tweaking time, and time to let the folks at TA know we exist. I hope!
Congrats on the upcoming release. All your hard work has made a great game and I think it will do very well.
Thanks, vektorachitekt & Spikeyflip! Pretty crazy. We'll be releasing two days to the year after we officially started Wonderspark, and about nine months of work with the "full team" of four. The insane thing is how much we have left to do before the game is anything like what we envisioned when we started. Hell, we even have a long way to go before the game is at a level of 'polish' that most people would expect out of a game that's launching - but the weird thing is that for us, fixing a lot of that *after* launch is a much more efficient process - so people will start playing, we'll hopefully be able to figure out where and why they're quitting, and fixing those things ASAP. Then adding a bunch of new stuff. We've got a whole new wave of much, much cooler animations coming, and even this week, a handful of UI tweaks we hope to get in before launch. So ... yeah. It's all kinds of craziness.
Just did a bit of a retune to nerf some defensive cards & add some counters to turtlers. "Tracking Shot" does more damage to an opponent with Evade, and most of the Evade-specific cards have been detuned. Some of the more powerful Power cards have been made "Defeat Cards", which you only get as a gift from the winner when you lose, so the prevalence of Kinetic Trap and Kinetic Absorb should go down a bit. For a while there any time you were at Range <5, it was impossible to attack without getting one of those turned on you.
New perspective for the "main screen" is in - dropped the POV to behind the shoulder rather than the more isometric-y perspective we'd been using. I think it makes a pretty big difference in how the game feels. Also we've got a whole batch of new animations going in today (in a few hours), which'll change up how the game feels a lot. Big tuning changes, graphical changes, new batch of animation, and a bunch of UI tweaks, and we're releasing on Thursday? Sheesh!
...and we're live! https://itunes.apple.com/us/app/give-me-fuel-async-card-battle/id944089927?ls=1&mt=8 Started a thread on the main "iPhone Games" forum, so if you would be so kind as to comment there from now on, that'd be rad! Thanks! http://forums.toucharcade.com/showthread.php?t=286184 Cheers! Hope to see you online!