The more I play this great game the more I feel like Aeon abilities could benefit from a slight rework. Namely, instead of taking up your Aeon play for the turn, when used as an ability I think they'd be more viable if they were just once per turn effects. So you could use multiple in a turn, but only 1 per creature, and they wouldn't ever take up your Aeon for resources play for the turn. I get that that'd be a significant balance shift (and probably a pain in the butt to implement, especially for a game of this age) but after playing for a year and a half now I've gotten to the point where I basically just ignore Aeon abilities, almost never include them in my deck unless the card does something outside of their aeon abilities thats really good relative to their cost (and whatever theme I'm playing), and even then almost never actually use said aeon abilities. Which is a shame as I love the idea of having this baked-in to the core system of the game way to limit the impact of mana flooding. But most of them have abilities for which just discarding a card from hand is already a pretty stiff price to pay for such a small effect, to then on top of that not only give up your resource generation for the turn, but to also not be able to do more then 1 aeon ability if you have multiple creatures with Aeon abilities out feels way too costly and restrictive for such mild effects. Anyway, the fact I'm still playing and enjoying this game a year and a half later is a testament to how good it is, how much I love it, so I don't mean this as a critique but just wanted to share an opinion and experience, if not with the hope that it changes in this game, then at least that its taken into consideration with any future games that might be in the works.
Hi @DanTheMeek, thanks for all of the feedback. Definitely something to think about although I personally like some of the difficult choices that you are forced to make currently between activating an Aeon ability vs gaining Aeon energy. Definitely gives you something to do with extra Aeons after getting enough for casting spells though.
It might be interesting to have a player ability that gives you an extra creature aeon ability activation per turn. I'd invest points in unlocking that.
I’m still loving this game! Lost Portal ranks high in my list of favorite games I have played since my list started back in the Atari days. Thank you! I look forward to the next expansion.
Been playing Lost Portal again lately, it's great to hear you're developing a new expansion! Could you give us an update on Star Portal?
Yes, the expansion is coming along well! I just have to finish play-testing and ironing out a few of the enemies and cards. Star Portal has gone through several starts and stops over the past several years, where I've experimented with a number of things, but it hasn't gotten to where I'm happy with the gameplay. I've got a few things I really like working, but not enough. After I finish this Lost Portal expansion I will go back to it and pick it up again and see if I can get to where I want with it.
I see. I've played Hearthstone and Legends of Runeterra extensively, done everything there is to do in them. I've dabbled in Magic: the Gathering, Yu-gi-oh, Shadowverse, Mythgard and others, but my favorite card game is Lost Portal. I love your work, and if there's anything I can do to help you out with Star Portal, let me know.
No big deal but I was wondering if you’ve given up on the landscape mode idea. I can understand how a change like that after the fact could be quite involved.
I worked on it a while back, but wasn't happy with how it was going and ended up dropping it to get something else released. I wanted to just be able to rotate the iPad and keep playing, but just having dead areas on either side didn't look great to me and reworking the layout is a big change.
@LordFoul Hi, your game is a lot of fun and I love it, but I had a couple of ideas during the experience that I'm not sure are possible to implement: 1. the background image of each page seems a bit too colorful and complex, resulting in the interactable elements not looking very clear, is it possible to support replacing the background image with a clearer one? 2. Clicking on the buttons doesn't seem to be very responsive, the response time feels a bit slow, compared to other games it does seem a bit slow. Is it possible to improve this problem? 3. I really like your card illustrations, but the card description text floats on top of the illustrations, and the font color is white, which sometimes clashes with the illustrations and makes it hard to read (and also leads to inconsistency in the placement of the text). Is it possible to have an extra uniform area at the bottom of the cards for the card description text like other card games?
@LordFoul Hi dev,GitHub action could helpe you build M1 ipa. https://github.blog/2023-10-02-introducing-the-new-apple-silicon-powered-m1-macos-larger-runner-for-github-actions/
Hi @Hjhdhd I am glad to hear you are enjoying Lost Portal and I appreciate all of the feedback. I will probably not be making any large changes to the game at this point, but I will give your concerns some thought and see what I can tweak. For example, I like the card design so I don't plan on changing it to look more like other games, but I can tweak the text background to make it slightly darker and therefore hopefully the text will be easier to read. From what I can see it helped, but we'll see if you agree in the next update. It just so happens I reworked the buttons on the title screen for the next update, but I will also look at speeding up the other buttons throughout the game.
Is it possible to allow a player's discard pile to be placed on the left? To make it easier for players who play the game with one hand (my thumb is too short).
I can look at adding an option for swapping the deck and discard pile locations. Looks straight-forward.
I don't have a specific release date planned for the next expansion, but it has been taking me longer than expected for a variety of reasons. Many of the cards are done, but I am still working on several of them and then I have more testing to do. By the way, I added a new choice mechanism so that when you cast certain cards you get a pop-up to choose between different effects as it is cast. I really like it, but it did add some complexity for me. Below is an example card:
I was really looking forward to play this game but on iPad it's unplayable right now. Combat screen looks like this, often I can't use spells on a specific card. On an iPhone it's fine but I want to play it on a big screen. I love the artworks - they remind me of the old MtG editions I played as a teenager. Another thing - why is the Polish appstore price (9,99 PLN) equivalent to $2,47? It's highway robbery compared to US price of $1,59. I know it's a small amount of money but if you look at it percent-wise... We get it at a whopping 55% more expensive price. People in Poland earn a lot less than people in the US - and yet we're forced to pay so much more
@Nebthtet - Ugh, can you tell me exactly which model/generation of iPad you are running on? I'll get that fixed asap. As for prices, I only set one price and Apple decides the conversions in other countries around the world. I have no idea why the Polish App Store would be higher. I assume that is across the board with other apps as well and not just Lost Portal.
@netbthet - Simple question, have you tried unloading the app and maybe restarting the iPad? Sometimes weird issues can be resolved by restarting the app and/or iPad.
It's A2837 model. As for the prices - many devs tweak that to better reflect the exchange rate, you aren't stuck with what Apple suggests. I checked various apps and some are 20-30% more expensive, some are on par. Small amounts but they accumulate. @Grinner yup, didn't help unfortunately.