@nkarafo Thanks for summarizing the pluses and minuses of this game, and I'm glad you find it as addicting as I do! I'm hoping to give you guys more game modes over time and I've already starting thinking about some random dungeons that could be added. I'm also looking at new cards as well, so we'll see what I can bring to keep it interesting. Regarding exits and portals - Exits take you to the world map where you can chose to travel between the current town and nearby dungeons. Portals, once found and activated, take you between towns. The town portal is a button on the bottom of the screen that gives you a shortcut for jumping back to town from a dungeon. Once done in town, you can press it again to go right back to where you were in the dungeon. Regarding gold gains/losses - it is similar to an ante system, except the cards get selected from your deck after the game is over. In easy/normal, when you lose, those cards always get turned into an amount of gold that is based on their value, so if you would have lost an ultra-rare card, you instead lose a larger amount of gold than if it would have been a common card. The more rare cards you play with in your deck, the more at risk you are for losing bigger amounts of gold. On hard and extreme you are at risk of losing those cards from your deck, which adds some real stress. I don't plan on changing this, but I have considered adding a new difficulty level (i.e., a casual mode) for those that just hate losing the gold. iCloud support - no support for that at present. It is already on the to-do list, but no ETA for when it will make it into the game. Card list - I don't have a card list up on the website at this time. Part of the fun of this game is exploring and finding the cards to add to your deck, so I wasn't sure that would be a good thing. There are at present 175 cards made up of 4 rarities (common, uncommon, rare and ultra-rare) and 4 colors (black, red, blue and green).
I like the losing gold design, it adds the RPG feel. I was stolen 400+ several times and had to sell some gold cards (colors I don't use in my deck) in order to level up my training ASAP. At the beginning, I used forge to get some silver / gold cards to get by. After level 17, it becomes easier. When complete at level 27, still had lots of gold left. It,s fun to loot a card that I has not seen before. Still remember my first reaction when I saw the card#175. Too bad didn't get it in my 2nd game. Just check again, hmmmm what is # 176 ? Will I get it in my 3rd game....
The two games I played: 290 wins and 60 lost 290 wins and 86 lost That should give a rough ETA how long the game is..... The 3rd games was looking good at 11-1 until I met a boss. (Sf warrior level) And it becomes 12-11 ...darn! I will try to win more games to make it to playoff.
An Easter Egg? I was wondering how long it would take someone to notice that. I accidentally left in a card I was experimenting with. It is not available though.
Finally got around to buying this & LOVE IT. Nice job & really appreciate an active developer. I know I've seen in prev posts but I'd love to play landscape on iPad & possibly make the cards a touch bigger in battle. I've played enough games that I got through it but a tutorial could help newer players to this type of game. Some won't bother reading & would rather have their hand held at the start. That includes me sometimes Look you killed it. It's fantastic so Thank You!
@mzinn Thanks for the feedback, I appreciate it! Your suggestions are on the list.. Right now I'm focusing on how to bring some more cards and gameplay modes to the game, which should add more value for everyone.
Version 1.0.4 update available now, includes a fix for double-pressing creatures in play on iOS 8 devices.
Excellent, I bought in on 1.0.3 and was curious about that. Thanks for fixing that - I did fine playing around in the first dungeon learning the ropes, but as soon as I got to the Troll dungeon, enemies started having cards that didn't take as much damage as I'd planned... which shut down my whole strategy. Knowing what enemy mechanics are will help a lot (and help me learn!)
I bought this game a few days ago and really enjoy it. Looking forward to the next update. I just ran into a bug- there are 3 doors at the bottom of the map in blasted castle 2 (I think an adventure from the fourth village) - the two right doors are opened from defeating an enemy, and the leftmost door can be entered after beating another enemy. I beat the enemy to go down the middle door- to blasted castle 3- and I could go back up the leftmost door, which immediately put me in a battle. I won the battle, and then immediately went into the battle again, I won again and the battle repeated. I tried conceding, and the battle repeated. After shutting down the game and reloading the battle repeated but after I conceded it restarted me at the beginning of blasted castle 2. Anyhow, thanks for the game. I finally got enough dual aeon cards to run a black/green deck and really enjoying it. I wish more dual aeons were available and sooner- deck options really open up when using 2 colors.
@Armadi - glad you are enjoying the game and thanks for that bug report, I will look into it! Regarding dual aeons, I tried to address their availability a bit by making sure the card shops in town always have some, but perhaps that wasn't enough. I'll take another look at it.
thanks for that bug report, I will look into it! Bug found and squashed - this will be fixed in the next update. That update will also include 20 new cards...
Version 1.0.5 has been submitted to Apple for review. It includes: - 20 new cards - a new type of card called an Avatar card. - these cards can only be won by defeating enemies; they are not available in card shops or forges. - the cards also have no color, which means they can use any color aeons to cast and can be added to any deck. - bug fixes Death Undone
Awesome ! Thanks for your continued support. Hopefully at some point there will be a big enough expansion so we can buy it via iap. You deserve it dude
Yes, that is the long term goal to do a larger expansion with lots of new cards / artwork, new enemies, new dungeons, etc. but that will require a larger user base. So the goal for now is to just keep improving the game, increase its value and hopefully drive more sales which will allow more investment. Next, I'm going to start looking at some form of random dungeon generation.