I see. Ok. Kinda sucks that you have to game the system a bit there. Then again, it's the same in many SRPG's when I think about it. Next time I'll plan that out better.
It's not always that easy to get treasure chests and some, like you will see in the last prologue scenario, are very challenging, I think the contents often reflect how accessible the chest is... so says the 32 coin chest I just got.
That seems an annoying design decision. Why not just assume that the player would run around opening all of the chests once victory is achieved?
My comment may have been over simplified; many chests are impossible to get without a good level of skill. They are not all sitting ducks although some can be. Some of the more elusive chests seem to offer real plums and there have been a few that haunted me when I got just shy of attainment. I wouldn't want chest unlock to be automatic; although many missions give rewards on completion. Many times chests offer a challenge incentive that offer a good optional twist.
Anyone have any advice on treasure map 3 (the one that starts with only Yvonne and Eugene in the center of the map)? Thus far, I haven't had too much trouble. But for whatever reason, I'm finding this one particularly difficult. I feel like I should be able to beat it.
Use Yvonne and Eugene as bait to lure the enemies away from their defense (don't try to save them). While the enemies are divided by engaging Yvonne and Eugene circle around and focus on their base in the upper left. That worked for me, the scenario doesn't require Yvonne/Eugene survive. I agree that scenario is more difficult; I was stuck on it for a while. I think a stronger ranger attack is also helpful for that mission. Good luck, let us know what ended up working for you.
I see your point and there is some truth to it, but there's also a good reason why we didn't do that. In addition to what undeadcow has stated already, here is what this design decision was based upon: 1) If we granted all treasure chests automatically to a player after he has won a scenario, the whole concept of treasure chests would be somewhat pointless (besides being a nice decoration maybe). Because if we did so, there wouldn't be any difference to scenario rewards which are granted automatically after a scenario was won. 2) Not all scenarios are based upon a 'Defeat all opponents' victory condition. In those scenarios you have to go through substantially more effort to claim some of the chests, and even risk losing the scenario. Now, it could be argued that in case of a 'Defeat all opponents' scenario we should have granted all treasure chests automatically (your reasoning above is quite solid, of course). Imho, the main problem with this approach is the lack of consistency. I'm pretty sure that many players wouldn't understand why treasure chests are granted automatically in some scenarios while this is not the case in other scenarios. And for what it's worth ... missing out on a few chests is no game breaker at all. You can beat the whole campaign without ever claiming a treasure chest. It's just meant as a nice reward for additional player effort. Edited note: I hope my answer didn't sound too harsh . Actually I really appreciate this kind of discussions. Some of the features you'll see in the game are based on player suggestions.
Question about Scenario 200 - Sparring @niebau: For scenario 200 ("Sparring") the description says it is a repeatable scenario. Does that mean even when I complete it, it will still be playable? I was wondering a bit because the description lists a completion reward as well. And the "repeatable" part is a bit confusing. It reads "This is a repeatable scenario. You can retreat at any time and will keep all items and experience gathered so far." Well, the "retreat and keep your stuff" part applies to all scenarios, not just this one. Mind clarifying this a bit?
I don't think this is bad design at all. It is a game mechanic that many SRPGs have used. Heck, in Fire Emblem you not only had to go to the chest, but you better have a key to open it. And as the dev stated, if you are simply given the contents after the scenario, then there is no incentive to actually go get the chests. And it does affect your strategy. Do you attack with a character or go after that chest in the corner?
We seem to have a talent for writing confusing descriptions . Repeatable means indeed that you can do this scenario over and over again, and get a reward each time you defeat all opponents. Basically just an opportunity for XP / gold / item grinding, getting a reward, and having the satisfaction of beating a scenario in addition. Not at all necessary to win the game. Just an opportunity if a player has the mood to do so. Of course you could just fight in an arbitrary scenario, retreat after some time and repeat the whole thing over and over again. We just thought that offering a repeatable scenario as well is a little nicer.
Any chance of Icloud saving in the near future? Invested hours into the ipad but would be nice to sit on the throne while at work and get paid to play Apologies if youve said so before and ive missed it!
Touch Arcade's Game of The Week Poll is live; Kingturn received the highest number of nominations (so is at the top of the poll). Be sure to vote for your favorite new release this week. GOTW Poll Link: http://forums.toucharcade.com/showthread.php?t=185137 The repeatable mid-game scenario is great. The map is fairly small with equal level enemies outnumbering you by two; it's challenging and a very nice touch. Those slimeballs seem to have a lot of archers to cover their base too... I think I earned a few hundred gold just fighting one go in the scenario too.
Not tried skirmish mode yet. Too taken up with the story in the main quest ! Voted for Kingturn in the GOTW thread. If it gets beaten by some casual animal-themed platformer I shall be heartily disappointed !
Fortunately Kingturn is tied with Gemini Rue for 1st place right now (7 votes); down with casual animal themed platformers!
Being able to transfer game data between devices is definitely something I would like to have in Kingturn as soon as possible. I'm not sure, though, how fast we can do that. In Kingturn we are constantly saving game data locally, in order to track every single move a player has made with one of his characters. So a real-time synchronization is probably quite tricky in this case. I've also read a lot of horror stories from both app users and developers about synchronization issues with cloud systems (not just iCloud but cloud systems in general). We don't have much experience with iCloud, yet, but maybe the best solution is to offer a kind of Export / Import button where the user can push / pull game data to / from iCloud on demand. I've already started looking into that. But it's too early, yet, to announce a possible release date.
There's a lot of stuff in Fire Emblem I really don't like. Like having to avoid killing enemies with your stronger units just so that your weaker ones can land the killing blows. I am not sure that following the pattern of past SRPGs is always best, especially when you're trying to appeal to a broader audience with a much cheaper game on a broader platform. Giving you a certain number of turns to open the chests, for example, makes sense. Saying that you need to leave one enemy alive so that the chests don't disappear, just feels wrong to me.
DaviddesJ, have you played Kingturn yet? A lot of your comments seem hypothetical so I am curious about your impressions of Kingturn's actual gameplay. I've respected your insightful comments in the Dungeon Plunder and Dungelot threads as well as your criticism of Cavern; how have you found Kingturn?
No. I downloaded it and paid for the full game but I haven't gotten into it yet. I did play Knighturn a little bit and found it well designed but definitely somewhat lacking in the UI.
I think you will be impressed with the UI improvements made in Kingturn and I hope you will post impressions when you get to Kingturn. The treasure chests work similarly in both games.