I just experimented with a swipe down/up to close the card and I like it. Look for it in the next update.
In the Library menu when organizing decks shouldn't the cards both up (library) and below (deck) be ordered by mana (aeon) cost? Or maybe there's a way to do that that I'm missing?
Great question - they are actually organized by card #, which is the number in the bottom right of each card. It could be useful to have them sorted by casting cost, so great suggestion and something I'll think about.
That would be a really neat feature. I always sort my decks and collection by casting cost when organizing cards in all of my CCG games. I'm really enjoying your game so far. Oh also just a detail, when you do implement the swiping gestures to close the cards I think you may get rid of the X button on the right top of the cards. It doesn't look so nice, adds distraction to design and with so many intuitive ways to close the card I don't think the button is needed at all.
I agree, I've always disliked that X but felt it was needed until now. The card looks a lot better without it. So, in addition to pressing a corner or swiping up/down, I also just implemented a change so that you can dismiss the card by pressing anywhere outside of the card itself.
That will be a lot better and it will look great without the X. Really nice to see these little adjustments that will allow for the game to grow. I noticed that there are certain assets that look blurry and pixelated on retina screens. Most of the card artwork looks awesome actually and perfectly fine on retina but a few elements in the UI aren't at the same standard, mostly background assets and a few buttons. Since we're talking about design I also feel that the abilities text added to each card sometimes feels like it was dropped there. Like in terms of design it doesn't blend with the artwork, doesn't feel like it's part of the card. Although this might be harder to come up with a proper solution that makes the text look great on the artwork. Or maybe it's the box with opacity that makes it weird I don't know. I hope you don't mind my criticism but I'm really enjoying the game and only seek to provide proper feedback which you may or may not agree with.
After years of lurking, I finally made an account just to add that I've really been loving this game. I'm sure similar has been said in the thread already, but for .99 this game is easily one of the best deals in the whole app store. I've been playing on the casual setting and have found it to be a challenging, but relaxing mashup of M:tG and Dungelot - something that takes me back to that old Magic pc game (Shandalar?) that had questing/rpg elements to string together card duels. The art is gorgeous, card mechanics are familiar (i'm even enjoying the attack step more than M:tG at the moment actually), card synergy and depth hasn't gone stale on me yet. Excellent work, dev! Already hoping for a Lost Portal 2 at some point. For now, back to my suicide black deck and battling through Deadwood forest.
If you can point me to any specific assets I would be happy to take a look at them. It would also be good to know what device you using in case it is a device-specific problem. The card design went through quite a few iterations, as you can imagine. I wanted to show off the artwork as much as possible and not have the typical half a card full of white space that may or may not be needed. However, as you've noticed, it is difficult for the text to look great on top of all artworks, particularly ones that are lighter. I'm definitely not above improving things, however, right now my focus is on adding additional end-game content. So perhaps something I can look at improving later on. I love the feedback and am glad you are enjoying the game!
So glad you are enjoying the game, and yes, Shandalar was a big influence as was Magic in general. I am glad you like the combat as well, which was influenced by games like Orions and Spectromancer. Once I get the additional end-game content completed for Lost Portal, I will definitely start thinking about what's next as far as new game development goes.
When you chose the Campaign file, the background image is blurry and the top/lower golden bars used throughout the game also don't appear sharp. Also when touching an ability the smaller window that pops up with the description has blurry assets, mostly the brown frame and black stone background, but also even if less the checkmark button. Since other elements are sharp the contrast with these blurry assets makes it look less polished although I'm unsure if you're able to fix this. The device is an iPhone 6 Plus. I can check in different devices that I use for beta testing if you require it.
I definitely agree with your choices of showing the artwork in full and not limiting it to half of the card as some games do. It is indeed difficult and quite a challenge to make text look elegant and integrated on top of fantasy artwork. Just a simple question, have you experimented removing the semi-transparency background from the text field and just keeping a drop shadow and slight stroke on the font? Not sure if that causes visibility issues in some cards but if it doesn't then it should at least improve the design. Thank you. Keep me posted!
Great CCG Game! Solid, full premium, some of The best artworks that i've ever seen, a true game with contents that will satisfy any fan of The genre. Thankyou to The dev For the amazing work. Anyone Who likes CCG, This one is For you.
I sure am glad that I got over the rough interface and menus, because this has become one of my favorite games. Easily as fun as Hero Emblems or Card Crawl for me. Once I mentally got past dumping all of my minion cards as soon as I could afford to willy nilly, I really started to make progress. Although maybe this is just the play style that blue lends itself to. I like hanging back with my dragonslayer, avenging force, and frost beast cards waiting to pounce on someone particularly nasty or to crush hapless weaker creatures. Friendly tip: Replace your mono-color orbs with dual color orbs ASAP. Even if you don't load up on cards from that other color's deck, you can keep some silver cards in your deck and fire off some really good cards either from the collective pool of mana points including your main color or from the colors other than your main one after you use those points to deploy cards of your own color first. Basically be getting two mana points per card for all your mana cards, regardless of what the non-main colors are.
Did you have a chance to check the assets? Just writing to mention also the map background in Boradir (haven't moved into other areas yet so not sure if the other maps have the same problem, just finished recovering the lost portal from Deadwood and clearing up that dungeon.) The map shows really blurry and the resolution appears to be completely inadequate to the device. Really hope there's something you can do to improve this. Besides the problems I've been reporting this game is quite a gem. The more I play the more I enjoy finding new strategies and card synergies. Definitely recommend it to anyone interested in CCGs. I'm really happy this is developed as premium and lacks all the F2P frustrations that plague mobile gaming these days.
I have looked at some of the images and I think you are right about the resolution not being high enough for the 6 Plus and 6s Plus. I believe I've fixed the ones you mentioned before and will look at the maps as well.
That's awesome. Thank you for checking them out. I'll continue to look and if I find others I'll report them here. EDIT: Startup background before going into Campaign is also low resolution.