You can open up the Ancient Portal over and over (although it does have a cost similar to the forge, but not too expensive). Everything on the other side of the portal is recreated, which means it is endless. Rewards continue to be cards & gold, and extra shots at Avatar cards that you might have missed. There is a level cap at 32, so you can level up a few more times past what the end-game allows.
I just started playing this game. Can someone give me some hints on which attribute to build on after Strength. I have that maxxed at 20. Thanks
attributes can be upgraded up to 30 iirc. I recommend agility or wisdom, but it also depends on your deck
I prefer health myself. Extra player health is always a plus in battle and the bonuses to give your units extra health / regen are a huge help. 1 extra point of HP on a creature could make a huge difference in battle.
actually i meant 30... How does wisdom work? it say it increases +1/5 points. Does it mean at every tier - 15,20,25,30 you get an extra starting aeons? That seems very useful
Here is how Wisdom works (lazily copied from the manual) - A higher wisdom increases the number of starting aeons in your aeon field. You gain one random starting aeon at a Wisdom of 10 and gain one additional aeon for each five points. You will gain one aeon of each color before gaining a second of any color. This means that at 25 wisdom you will always start each duel with one aeon of each color. Higher wisdom also unlocks sub abilities, including the ability to gain extra experience with each duel and the chance to see your opponentÂ’s cards in hand. Higher wisdom also increases the distance you can see in dungeons. I like Wisdom for allowing you to more quickly cast cards and increasing your ability to splash other color cards. The other abilities all have advantages as well, of course.
Wisdom is really colour dependent. Only skilled it when I was using the green deck. For all the other decks I only put in 15 points to gain that feature. Can't wait for the endless feature and go nuts with my black deck.
An update for those interested - coding for 1.0.9 is done and I just have more sanity testing to do. Once testing is complete, I will submit the update to Apple and get it into your hands.
I can't sleep and I'm playing your game to while the time away. Good to see you tightening it up more. Last couple updates have been very good.
Man this has really got its hooks in me good. Been playing non-stop for days now. So here are some suggestions that would make playing Lost Portal much easier. ***The game needs a unified shop structure of some sort. Two things are happening to me as a player under the current system, neither of which are very fun: 1) I'm spending a ton of time backtracking to previous zones and their empty dungeon maps to visit the only thing that remains in them worth visiting, the shopkeepers and 2) I'm having to keep a list of what cards each shop has on a piece of paper or a notepad file. Both are a waste of time, and the second I believe is a big no-no in the world of game design - players having to keep records outside of your software to play the game. You could go about solving this one of two ways: 1) have the town shopkeepers be fronts for a universal main shop which has the cards of the dungeon shopkeepers added to their inventory once you discover them in a dungeon, which means that my first time discovering them is the only time I need to visit them and if I don't need to buy something immediately then and there I can just hit up the town shop(s) for those cards. It kind of makes the dungeon shopkeepers almost like a treasure chest that makes more cards accessible in the main shop structure, or 2) you could incorporate a universal shop that follows the player around anywhere that is accessible via a button in the main UI or buried in the status menu. What is keeping me playing the game is experimenting with deck builds. It's very fun to think up a deck and then take it for a test run. It's exciting when you create a winner or wind up doing something unexpected, like using replicant on a tor'el tracker. Having to deal with the two above issues is distracting me from the best part of your game. ***Along the lines of card/deck management, it'd be great to have a count of how many of a particular card type I have when viewing the card itself up close. Like when I bring up a replicant card, it'd be helpful to have a little number indicating that I have three of them in my library, whether I'm viewing one of the ones I own, one I could buy in the shop, or the formula card at the blacksmith. ***It'd be great if I could save/name decks. Like the four deck slots would be where I do my layouts, but if I have one I'd like to keep, I could press a button and save it to a record of decks or something like that where each is nameable. Maybe it has only 10 slots. I dunno. ***It sure would be handy to see values in the blacksmith. I'd like to optimally manage my resources in terms of the overall value of my library, meaning I'd like to start smithing the cards that I want from the blacksmith with the cheapest of each rarity type first and work my way up from there, perhaps sparing the most expensive cards for resale in order to purchase the most from the shops. ***A button that clears the current deck slot instead of me having to drag each card back up to the library. ***If I view a shop with an empty deck so I can see all of my cards in the sell inventory, it actually doesn't have all of my cards. I'm assuming it's hiding some from me for a random deck so I can wind up "deckless." Maybe there's a less heavy-handed way to do this that doesn't require me not being able to see my whole library in the shop? The following are things that would be nice, but aren't as fundamental as the above suggestions. ***Versus decks. It'd be cool to play versus a deck I built, manned by the AI. Or, if you want to flirt with multiplayer, maybe make it so we can exchange decks and either use them in battle against AI's or face those decks manned by AI's. Maybe even have a spectator mode where you can watch two of your decks square off, or a deck you built versus a deck someone else built or even a purely random deck. ***It would be interesting to have stat boosts/effects from having certain cards in your currently equipped deck. Or maybe you're assigned a "class" based on your current deck. These are pretty complex things that would require you to build an entire new system behind the cards and the player character. ***A new game plus of some sort would be great. I haven't yet completed the game to the end just yet, so maybe I'm speaking prematurely, but I'm just hoping for more reason to experiment with deck-building.
Glad to hear you are enjoying the game! You've definitely given me something to think about. I've added it to the list, but not sure I would be happy with either solution you proposed. Another solution that I don't think you'd like would be to have the traveling shopkeep keeps disappear after you've left the dungeon, perhaps making them even smaller and more frequent. I'll give it some serious thought, though I have no plans to change at this time. This is on the wish list, along with buttons to add/remove cards right from the large version of the card. I've had a number of requests for improving the deck management aspects of the deck editor, including things like naming the deck, showing a list of the decks instead of just toggling through them, cloning a deck, deleting a deck, etc. All on the list, and I'll give it some serious consideration. First time anyone has asked for that - easy enough to implement, but I'll have to think about it. I could see it being confusing to see prices outside of the shop. Your library shows all cards that are not used in any deck. If you have a card used in even one deck, it won't show up in your library so you won't be able to sell it out from under an existing deck. Yes, many ideas along these lines that I'd like to implement, particularly an ability to face other players, as controlled by the AI. Not sure this is something that I'll be able to implement, but I like the idea. I've also had requests for a draft / tournament mode and other modes. All on the list, but not sure if/when I can implement them, given sales as they are now. Some ideas like this I am looking at for the next game, including more RPG elements such as classes. I have an update (1.0.9) that I am wrapping up testing for, and it adds additional dungeons that will allow you to continue playing, finding cards you might have missed through the main campaign and leveling up a few more times.
Awesome. Thanks for reviewing my feedback. I'm glad you're still working on this. I feel like most of the things that could be improved involve pure coding and rearranging things, instead of creating entirely new assets. If you need more mental motivation to further evolve LP, just consider further work an effort to unlock the full potential of the considerable art assets that have been assembled already for the core game. I believe that if you keep honing this eventually there will be enough of a critical mass of hardcore LP fans to create a new buzz and maybe help with your long tail sales of the app. Also, not sure if you are contemplating having dungeon vendors disappear from the game after visiting them once, but I'd strongly advise against that, unless their card inventory is going to be accessible somewhere else. It'd be frustrating to see a card that I want but currently don't have the money for. I mean, if you want to create like a hardcore mode or something, that might be a good feature. Perhaps with permadeath. Then you can add "roguelike" alongside "ccg" and maybe get some more SEO love.
No problem, I'm always glad to hear someone is enjoying playing and cares enough to give feedback. I'm actually planning to start putting some energy/effort into a new game, but I will keep supporting Lost Portal as best I can. I am thinking I will be able to pick off some of the items off the list as time allows and slowly improve things further. Don't worry, I don't plan on any changes at this point, but I will think about it more. I think I'd be more likely to implement your idea of supporting a transfer of cards to that town's main card shop, perhaps with a new button/pop-up. If I do find time to implement new game modes, a rogue like mode is already on the list to consider along with a tournament / draft mode. Both would give a lot of extra replay value, that's for sure.
1.0.9 is submitted to Apple for review. I'll do a little more sanity testing, but barring any showstoppers, it should be available in a couple of days.
So I guess I beat the game. It just sort of happened out of nowhere. I was just getting ready to make some really sick decks too. This game definitely needs more, and I mean that in the best possible way.
Your timing is pretty good, then, since 1.0.9 is submitted for review and will be adding some more things for you to do.
Version 1.0.9 is now available Version 1.0.9 made it through app review and is now available! As always after an update, please leave a new review.