Multiple deck slots Just saw a review on the App Store that complained about not having multiple deck slots, so wanted to clarify to any that may not realize it - In the Deck Editor, you can press on the deck label (i.e. "Deck 1") at the bottom of the screen to toggle through up to four decks. Whichever one is last selected when you exit the Deck Editor will be the one that is used when dueling, so be careful to not leave an unfinished deck active. The Deck Editor will warn you if you try to leave with an empty deck, or one that does not have enough cards.
Anyway you can add a mulligan option for both the ai and player? Might help keep the game more fair on both sides instead of getting mana screwed. Also I know this sounds odd but have you ever considered adding mp at all ? I think this game could pull it off pretty well. Although with the toxicity that comes with how people are( yeah the hs Reddit yikes !) I could see why you wouldn't want to. Just wondering.
The game already auto-mulligans for each player if they get no Aeons in their opening hand. I can consider adding a manual mulligan popup as well if there is enough interest. Multiplayer for games like this is perfectly natural, but it is non-trivial to implement. I chose to go a different direction with a single player game for a number of reasons, mainly because that's what I like to play, but also because it was a goal I could achieve as a single developer. I've seen some other card battle games struggle to get the multiplayer aspects to work properly (i.e., server disconnects, cheating, etc.). Their decisions force you to be online always and you can't even pause a duel or it disconnects, which I find really annoying.
Still no ETA on when the next update will drop, but I am getting significantly closer to completing it. Here is what will be included: - New dungeon "Lost Tomb" with a new boss and Avatar card near Coradym - A new "Ancient Portal" with more than one destination, including the forest of Soltaria, which has several random dungeons containing upgraded enemies. Destinations can be revisited and will be repopulated. - Another new dungeon "Ruins of Aryn" with a new desert tile set that can be found through the Ancient Portal. - Fixed "Flux Storm" ability - Fixed "Enlightened" ability - Dismiss large version of a card with swipe up/down, pressing outside of the card or pressing any corner - Card drag improved on older devices
Any chance to get the higher resolution assets in this update? On the iPhone Plus devices it's quite noticeable.
Yes, you will see some higher resolution assets (world maps, headers/footers), but there may be more that I need to track down and update.
By the way since we're at it, besides the world maps and golden headers the following assets also appear blurry: - Background Image after entering the game where it says Lost Portal (the logo is sharp, just the background is low res) - Little Icons inside the buttons for Deck, Town, Status, Checkmark - Brown stone background in Deck Library (same background is used in Campaign selection, etc) - Brown Frame in pop-up windows - Black stone background in pop-up windows - Many Background in dungeons (the paths/tiles however are crisp) Also, the golden headers that you will already update, they are blurry in the standard interface but also the larger ones in battle mode. Most other UI elements appear sharp. It's strange because there are a lot of assets that look fine in retina but mingled with others that are really blurry. Hope this helps.
I noticed kind of a big glitch. If you tap on the screen after you have hit the enemy's avatar (to start the battle), this will create a huge glitch that will show the enemy's deck dealing on to your deck side then the game will crash. This is guaranteed. I've been able to replicate this 100% - which I mainly do it when I get frustrated at the game and tap the enemy portrait in anger.
Thanks for that information! I was able to reproduce it and I think I found/fixed the issue, but I will do more testing to make sure the problem is gone. Should be fixed in the next update.
Do you have any plans to implement a sync solution? Would be really nice playing the same campaign on the iPhone and iPad.
iCloud support is something that is on the wish list, but requires a bit of investigation/experimentation on my part before I'd be comfortable trying to add it to the game at this point. So, not too likely in the near term.
The Sell All button in stores needs a confirmation window. Just sold all my saved cards by mistake on a miss-tap. Lol
The "Sell All" button on the bottom of the screen has a confirmation popup that says "Sell All Cards Shown?". It sounds like you want that popup to have another popup that says "Are you sure?" before actually selling.
No, one popup should be enough. Not sure what happened but I completely missed the popup you mentioned. Didn't even know it was there. Maybe a buy back (undo) option?
I'll add it to the wish list and give it some thought. I've also seen in games where you can buy back something you just sold for a reduced price, making it almost like an undo. Something to consider after this next update perhaps.
Thanks for considering it. Since you mentioned the wish list, the ordering of cards by casting cost will be included in this next update? I wish that the filter in decks would work like Hearthstone and other CCG games, where if you press Green it only shows the green cards or if you press Black and Blue it shows all black and blue cards. Currently filters are working as the inverse, removing the cards of pressed color or type. When building a deck the opposite behavior is more useful, for example we're working on a blue deck and touch Blue to filter by that color. As it's currently implemented we have to touch every other color in order to filter by the type we want. Same is true for card type or rarity, when I wish to check all of my Rare cards I have to touch every other rarity filter. It's not practical.
In a recent update I added the ability to double press on a filter and it will select that filter alone. Double press it again and it will select all of the filters. Thinking about it some more, I think the main difference between what I implemented and the games you mentioned is when all the filters are not selected, they show all cards instead of none and they default to all filters not selected.