Sw&Ear and Knighturn have the focus system as well. However, I have to admit that the in-game help for new players is somewhat lacking in all of our titles. The focus system is explained in our pdf / online tutorial(s), though, but who is still reading manuals these days .
Adding a tidbit explaining the focus system would make a great post-defeat suggestion in a few matches as a way to highlight the focus feature for those of use to resistant to game manuals. Although I'll have to leaf through to see what other features I've overlooked.
Review on the front page ! Nice review though I completely disagree about the story. The story is awesome - totally gripping. They mustn't have played very far imo. Weird.
Nice! It's good to see Mangobile get some well deserved attention! [I can't access the article due to work filters but am curious to see what TA wrote].
Congrats on the game's success, niebau! I'm glad to see you scored a front-page review as well, and I hope it generates even more downloads for you. PLEASE continue with either new chapters or new iterations of these tactics titles. They're brilliant!
I too think that calling the story lackluster and the price steep was a bit too harsh, but I'm glad to see kingturn get the spotlight! Definitely a fun game if you like turn based strategy.
That front page review seems fair, 4 out of 5 stars, although some of the criticisms like plot seem debatable. Congratulations to Mangobile!
Touch Arcade Review Getting a front page review of Kingturn iOS is certainly nothing we would have expected a few weeks back. My thanks to Alec Perring for taking the time to write such a detailed review and playing the game for obviously quite some time. Very much appreciated! The review is very insightful for us. The depicted weaknesses and strengths are somewhat different than the ones we've identified for ourselves (besides the graphics, maybe). So this gives us a lot to ponder on, and will hopefully point us in the right direction for potential future titles. Anyway, since we are building games for gamers and not for reviewers, I'm even more happy about the positive player comments coming along with the review. Thank you so much!
Release Notes 2.02 Release Notes Kingturn 2.02. ETA May, 16 - 3 new skirmish scenarios added (6, 212, 213) - New treasure chests added to scenarios 23, 24, 27, 28, 122, 134 (kudos to undeadcow) - Scrolling behavior modified (dragable slider now instead of fast scrolling while touching the scroll bar) (kudos to Sheinfell) - A few minor list issues fixed (e.g. item selection beyond list borders suppressed now, and cut off cursor at the bottom of the merchant list fixed) ****************************************** We've been checking more thoroughly on the iCloud topic now, and this is indeed a little complicated in our case. For the sake of additional content and a timely release of Kingturn Plus, we want to postpone iCloud support for the time being. But we will definitely have a closer look at it again.
The reviewer doesn't seem to understand how the enemy spawn mechanic works. (He says, "Beware, your opponent will be doing this as well, and sometimes that giant you slew at the beginning of the battle will make an unwelcome reappearance right as you were about to win," which really doesn't happen as the enemy spawns new random units each turn based on the spawn probability, I don't think it has anything to do with what you defeated earlier.) Explaining better how this key mechanism works would be helpful to a lot of people, I think. I continue to find the scenarios somewhat grindy. In most cases I know I can win just by killing a few enemy units a turn, while recycling my own, and gradually driving down the enemy spawn percentage. Once the enemy spawn percentage is down near zero then I can go pick up the chests and close it out. I think it would be nice if there were mechanisms that encouraged a more dynamic style of play (e.g., you could have spawn rates that go up faster the longer you take). Of course, the game would have to be balanced for that.
I understood the same as the reviewer, that Kingturn spawns enemies from a specific rooster (or at least character class set), not just randomly as you suggest. There is an accursed giant respawn level later in the game. I would be curious to hear more about enemy respawn mechanics from the developer. There's always the option to change the minimum enemy respawn rate in the options. I recommend increasing it for more challenge and to avoid what you describe. The developer was good enough to include the option to address your concern.
Congrats on the front page review! Kingturn is the best SRPG I've ever played. I love the graphics and the depth of characterization in the story. It makes me feel invested in their story, particularly with Gregory, Nicolette, and Eugene who are fleshed out best. The addition of Ruggles is really cool. (More random animal characters, please! Fierce gray cat that can transform into a lion? ) Each scenario is random and great. I like that I can play for hours or play one scenario and put it down. Adding equipment in also really satisfies those who love gearing up their characters. I spend almost as much time optimizing their gear as I do a scenario. Speaking of gear, the loot is awesome. HP regen amulets are the best. Thank you for creating this amazing game! Looking forward to the next update.
Very observant. You are absolutely right. The enemies spawned on the battlefield have nothing to do with the ones you've defeated earlier. But I'm not too unhappy about the author (and many other players) falling for this, because this illusion is not necessarily a bad thing. Here is how it really works: For each scenario an individual spawn table is defined. This table contains only those class types that are supposed to be spawned in this scenario. Whenever an enemy has to be spawned, one of the table entries is just picked randomly. Increased spawn probabilities for particular enemy types are simply realized by multiple table entries. So a typical spawn table would look like this {Warrior, Warrior, Warrior, Archer, Archer, Mage }. This system has several advantages: a) It's very simple and we don't have to keep track of wounded / recovered enemies b) This system is quite flexible. E.g. we can preset some overpowered units on the battle field without having to worry about them being respawned (unless we want them to). Elite spawns are determined randomly as well, by the way, the chance depending on the scenario and the difficulty setting (higher difficulty -> higher elite spawn chance). The current spawn probability / spawn rate system is my personal main gripe with the game design (Edited note: I'm not talking about the spawn table concept mentioned above now). For the sake of those players who are enjoying the game nevertheless, I don't want to point out the other flaws I see with the current system. So there is indeed a lot of design work to be done (especially for a potential future title). That said, your idea with dynamic spawn rate changes instead of linear ones sounds very good. I'll have a look into it.
You will quite likely enjoy Kingturn Underworld then which we want to release in August / September. Spoiler: Spoiler There are 4 sub quests where you can collect various 'pets'.
Just finished Kingturn! What an amazing game. I kept rationing the scenarios to extend my game for as long as I could. The last few battles were really exciting. Now I'm feeling withdrawal. Any recommendations for a similar game till the next one is out in a few months?
@TinyKitty: Have a look at Ravenmark, see if you like it. I saw you also asked in the "Rebirth of Fortune 2" thread: If RoF2 is even remotely similar (and it looks like it) to the first one, I cannot really recommend it (and won't even bother trying, down to 1€ or not). Other than that, depends on what you enjoy. Allow me to point you back to here: http://forums.toucharcade.com/showthread.php?t=186656&page=2 . And add "Sorcery!" to the gamebook section (even when I am not sure if you can still call it a gamebook in the classical sense), could be something for you as well.
@Sheinfell: Thanks for the recommendations! I downloaded RoF and the free editions of the earlier games to try but it wasn't quite what I was looking for. Love the graphics of Ravenmark, and it looks really close to Kingturn but the file size is really large so I'm putting it on my must-have list when I clear some space on my phone. The original PC version of Heroes of Might and Magic 2 and 3 were 2 of my favourite games of all time. I tried the various iOS versions but they didn't quite capture the essence of the game for me on a small screen. Kingturn is the first game I found that had a similar feel as a SRPG, perfectly designed for iOS. I just bought Sorcery! and will check it out tonight. Thanks again!
Ouch, Ravenmark on an iPhone? Not sure if that will be fun. For me it feels that they tailored their UI to the bigger display of an iPad. I think there is a free lite version of Ravenmark still around, so you can give it a shot (if your space allows).