Do tiles with passive powers stack? Like 2 maxed confusion clouds? Do those stack to block 100% of attacks from cursed enemies? Or does each tile individually get a 50% chance to block the attack?
cbos0503: they stack independently, so 25% chance they both activate, 50% chance just one does, 25% chance neither. (blocking twice does nothing but some other effects do multiply)
Wow. A response from the dev himself. I feel special. Thanks for the reply. Great game as well. I keep coming back to it. Definitely has that just-one-more-game vibe. Even though a game lasts 10-20 mins.
@MB Do you have any opinion on my request to slightly change the copy deck feature? My suggestion is to allow a player to copy ANY deck but leave out all locked cards, using instead whatever the player last had chosen in those locked spaces. While I can't find the player's highscore entry now, I once saw a player with a "missing image" (so just showed up as a white space) for one of his deck's weapons. I'm curious if that meant: 1) The player's deck experienced a corrupted upload (most likely). 2) This was one of your beta testers testing an as of yet unreleased weapon (would be most cool possibility). 3) The player was being naughty and trying to edit the game with their own made up weapon (least likely). Lastly, I often have highscore loading/display issues if I switch around among different characters and or the Global/Friends listings. The first highscore table viewed usually displays fine, but once I start hopping around it will stop refreshing and I'm just shown my score for the given character.
LordGek: It doesn't seem useful to me because there's no reason the deck would make sense without some cards? Also you can just unlock them soon anyway. I think the player with the "missing" weapon had an old version where the weapon set was slightly different, I cleared the scores before release but I guess they kept playing with the old version after that? Next time I'll know to have separate scoreboards for test and release (gamecenter used to do this automatically with the sandbox thing). It could also be corruption, there are some other bugs around scores I'm still trying to track down. Yeah switching between global/friends doesn't reset the scroll position, it'll be fixed in the update (should be submitted this week so available by next week).
@Michael Brough Since you're here I just wanted to say many thanks for Imbroglio and 868-HACK, I have spent many, many hours on both now and think both are completely genius in design. I don't know where your amazing ideas come from, but I do know that I'm thankful that I get to play with them. Your work is very much appreciated.
Thanks, I've been following along here (got to keep an eye out for bugs and stuff) and it's been really encouraging how positive everyone's been!
Chiming in to add my thanks as well. I've been an avid iPhone gamer since the first iPhone years ago, and Imbroglio is one of my top five favourite games of all time. The gameplay is stellar, and I love the artistic design of the game— quirky, hand-drawn, original and humorous. I love that the characters come in all shades, sizes, and genders. I love that Vesuvius Bob can't use duplicate weapons because he only has one arm. I've enjoyed Imbroglio so much that I went back and purchased a couple of your other games! My only quibble is this: I'd like that the damage arrow indicating whether HP or MP damage is to be done to a monster, also indicate how much damage will be done. But I recognise that this is a design choice as well— e.g. whether or not to specify the additional MP damage to be done by Rimeclaws. So I can't hold it against you if you choose not to implement any change. Anyhoo, thanks again. I'm off to try to break triple figures with Dominic.
It already does? It's coloured red or blue. EDIT: Vivafridge's layout for Jeskai is ridiculously fun! Pulling off massive Witchpact Blade combos and beefing up your Blight Broadswords is a ton of fun, but you don't feel weak in the early game because Blight Broadswords/Vampiric Spears are already good.
Back again after another few days away from the game. This article was linked from Pocket Tactics: http://www.gamasutra.com/view/news/273314/Michael_Brough_Tight_constraints_freed_up_the_design_of_Imbroglio.php Really interesting look into the design of Imbroglio. I love the idea that the game is, among other things, a sort of zoomed-in epic RPG. The article itself explains the concept better than I can.
Yeah, while I can't touch the pro's scores even using Vivafridge's deck, it is definitely improving my average score with this character.
Beyond the initial base damage, indicating if there will be additional damage, ala some of the mana based attacks, is a roll made at the time of the attack so displaying that clearly would be confusing.
I understand what you're saying. Still: When you tap on the card on which the character is standing, it does show the current damage of the weapon. I think that information should be available without tapping.