Mavenfall Blue Tea Games US Genres: Games Puzzle Card Free Supported Devices: iPhone iPod-touch iPod-touch-with-mic iPhone-3G iPhone-3GS iPadWifi iPad3G iPodTouchThirdGen iPodTouchFourthGen iPad2Wifi iPad23G iPhone4S iPadThirdGen iPadThirdGen4G iPhone5 iPodTouchFifthGen iPadFourthGen iPadFourthGen4G iPadMini iPadMini4G iPhone5c iPhone5s iPhone6 iPhone6Plus iPodTouchSixthGen Minimum iOS Version: iOS 7.0 Download Size: 137.6MB Mavenfall "Mavenfall is quite surprising. On the one hand, it’s an incredibly simple game, and on the other, it’s rich with s… Free Buy Now Watch Media Details"Mavenfall is quite surprising. On the one hand, it’s an incredibly simple game, and on the other, it’s rich with strategy." - tradingcardgames.comChoose your mavens, build their decks, and play your cards right in the battle arena of Mavenfall!Welcome to a land where heroes band together to do battle in epic combat, where spells and swords pierce deep into the heart of the enemy, and where the arena makes only two promises: glory or defeat. Welcome to magical realm of Mavenfall.Battle live opponents with a mix of RPG ( Role-playing game) heroes that *you* choose, each with their own set of skills that they bring to the CCG ( Collectible card game) arena. Build unique decks of cards for every hero, giving them access to spells and powers entirely their own. Dominate the competition in this original mix of strategic card games and battlefield miniatures.【ACCESSIBLE GAMEPLAY, DEEP STRATEGY】Mavenfall takes the deep strategy found in the most popular tactical card games and streamlines it, making it accessible to everyone. With plenty of cards, heroes and choices, you’ll be able to play your Mavens your way – but the basics are easy enough that everyone can join in the fun. Mavenfall is CCG redefined.【ASSEMBLE YOUR MAVENS】Unlock 20 different heroes to build your team, each with their own distinct skills and spells that you can use to defeat your opponents and conquer the leaderboards. Choose from Warriors, Mages, Healers and more, then build unique decks that each of your mavens to draw from.【BE STRATEGIC】The mavens, cards, and positions you choose will make every play a different tactical battle experience. Will you put your warriors up front and your healers in back? Should your mage conjure up a creature to protect the entire squad? With endless combinations to consider, what strategy will you choose?【BATTLE LIVE OPPONENTS】Become the master of mavens in online multiplayer battles that unfold in real time. Build the right team to take down real players. Show the Mavenfall community you’ve got what it takes. Defeat live opponents in the PVP arena and reach the #1 rank to become a Mavenfall master!【PLAY YOUR CARDS RIGHT】With over hundreds cards to choose from, Mavenfall has refined the CCG deck-building process by letting you build a unique deck for every maven in your squad. Use cards specially designed for each maven, never doubting which cards are right for which hero. Enjoy all the fun and customization of a tactical CCG without the stress and time investment associated with traditional deck-building.Mavenfall is an online game of card battles and glory, challenging you to defeat players from around the world in tactical card-driven combat. Collect heroes and engage in a card game unlike anything you’ve played before. If you’re a fan of TCG ( Trading Card Game) and CCG games, Mavenfall is your next card-based obsession.Because of the game’s real-time PVP nature, an internet connection is required.Mavenfall Official Community: https://www.facebook.com/mavenfallWhile Mavenfall can be downloaded and enjoyed completely free, there are optional in-app purchases for players who choose to make them. Information Seller: Genre:Card, Puzzle Release:Oct 24, 2015 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (7) Your Rating:unrated Compatibility:HD Universal comingTouch.com Well-Known Member Jun 10, 2014 323 0 0 #2 comingTouch.com, Sep 18, 2015 TRAILER: Subscribe to the TouchArcade YouTube channel Piscinarii Well-Known Member Mar 20, 2010 97 0 6 #3 Piscinarii, Sep 18, 2015 Gave the game about an hour of play so far and I like it. The strategy comes into chooses what cards you use with your Mavens. IAP come into play with purchases rare skill cards for your Mavens which obviously make them stronger and buying limited time Mavens it would seem. I was a fan of Fable Age for some time and it looks like Blue Tea has another solid game to play. Give it a try if your a fan of card games, the character animations are fun too. My ID: 100001558 KeKhan Well-Known Member May 28, 2012 1,381 43 48 #4 KeKhan, Sep 19, 2015 Just a note about IAP since it was mentioned above - you can earn everything in game just by playing. Really having fun with this title. Just a few complaints, it's in soft launch so that's expected: It crashes whenever I'm about to win a ranked match..really uncanny and frustrating. blueteagames Well-Known Member Apr 4, 2014 63 0 0 #5 blueteagames, Sep 19, 2015 Thanks guys! We found out some memory saving issue, and they should be patched up in the next iteration. Feel free to share any feedback on improvement, even specific skills, we are working hard to fine tune and balance this game. KeKhan Well-Known Member May 28, 2012 1,381 43 48 #6 KeKhan, Sep 19, 2015 Hey! Thanks for checking in on the forums, always nice to see. The game runs great, in general, on my iPad mini - animations are smooth, loading times are fast. Matchmaking has been surprisingly consistent for a soft-launched title. I've never had to wait longer than a minute for a game, and usually much faster. The crashing happens about 1 out of 5 games (and always seems to be when I'm about to win lol) There's so many combinations to be found, and interactions between the Mavens, it's a lot deeper than it may seem at first. So far it seems pretty well balanced but the meta game hasn't been fully revealed just yet. nipusa Member Apr 1, 2015 7 0 0 #7 nipusa, Sep 20, 2015 Last edited: Sep 20, 2015 Started to play this game yesterday. It's a very solid game! At this moment it feels like the CCG version of Dota arena (heroes charge) with some feeling of Hearthstone and Scroll. About game play, is it possible to choose the target manually if there're multiple valid target,e.g. choose which front liners we want to attack. Is it possible to do a mulligan in the beginning? Or just start with 3 card less and let us choose which maven to draw from in the beginning. Also 5 cost cards feels too weak. Most 5 cost cards I have requires combo with other cards. But usually in card games combo cards are low cost, and high cost cards are usually strong on their own. Have you considered to add more levels in the adventure mode? It actually feels too easy to obtain them now. Especially adding levels that requires special strategy to beat would be nice. Also slow the process of obtaining mavens could give the user more time to get familiar with the one they owns. Is it necessary to put timer in this game? Actually so far I never deplete the "stamina" because I spend a lot of time read and build the decks. (Especially if you consider this as a card game, since all other famous card games don't have timer) Can you make it more clear what you are getting from the shop? It's called skill shop but it seems you could also get mavens in it. Can you at least give an estimation of how often you can get maven from the gem shop? It's unlikely I would spend 5$ for one try in gacha without any information. Is it even necessary to put mavens in skill shop considering most maven you can get for free? Would it be better to follow the Hearthstone system, e.g., you could just get those maven through long long grinding (but with certainties). If you really want to do a gacha system, would it make more sense to put more mavens in it, and have a similar iap system like dota arena/heroes charge? Just some thoughts blueteagames Well-Known Member Apr 4, 2014 63 0 0 #8 blueteagames, Sep 21, 2015 We don't have specific targets for gameplay and balance reason. This makes maven order more strategic that way as well. We're still tweaking the skills, and certain high mana cost cards will get rebalanced But this game structure is a bit different since you can draw 3 cards per turn. The more efficient skills are actually the 2 to 3 mana cards. We'll revamp shop in our next version. Basically gem draws can get you 6 exclusive mavens - they are only a little bit more powerful, but they open up new metas into the game. We will make the stamina refill slower during global. Because this is soft launch, we makes things really lenient, including giving free resources. KeKhan Well-Known Member May 28, 2012 1,381 43 48 #9 KeKhan, Sep 21, 2015 Having a stamina system at all is not good design. There are other ways of monetizing besides telling players "that's it you can't play anymore for 2 hours unless you spend gems". Why create barriers to actually playing the game? It's a CCG, the monetizing should focus on the cards, and maybe skins, etc. The more people play the more cards they will want, but if you cripple their playtime you will lose the typical CCG'ers interest and money. blueteagames Well-Known Member Apr 4, 2014 63 0 0 #10 blueteagames, Sep 22, 2015 Hey KeKhan, we've implemented stamina mainly to offset server load and the server cost since we're using two 3rd party servers (one to store data, another to do the sync pvp battles). Should it not be an issue in the future, we can adjust the structure. KeKhan Well-Known Member May 28, 2012 1,381 43 48 #11 KeKhan, Sep 22, 2015 That's fair, not something I considered. About the game: I have some questions about Stormwalker (one of my favorites). 1. Maelstrom Strike - the card says +1 strike per front enemy. How does this work? It seems inconsistent. I've had 3 in the "front" group, and had it only strike twice. On another occasion, the front group was gone and there was just one maven in front of Stormwalker and it struck 3 times. I'm confused by this card. 2. Tempest - the card says "Stun all enemies with 10 life or less" but it's not functioning like that. It's only working on enemies with 9 life or less, if the enemy has 10 life they are not stunned. And just a comment about Reaper - the scarecrow bomb that hits for 12 damage is a little much for the cost, just IMO. That's it for now ! Love this game ! Thank you PBSNellie Well-Known Member Jul 7, 2013 1,381 168 63 Southern CA #12 PBSNellie, Sep 22, 2015 Don't make it too much slower; I've already deleted two good games that I might have spent money on but for the stamina refill times being ridiculously slow (one life every half hour-I have other games waiting for my money and iPad space)...if this game takes off (and it should, its a good game) be prepared to get a better server situation, rather than lose frustrated customers.... Mr. Charley Well-Known Member Sep 6, 2008 2,628 38 38 #13 Mr. Charley, Sep 22, 2015 To the dev: If I start playing now while in soft launch, will all my progress be wiped when globally released? Also, is my progress tied to GC/FB or will I have to start again under my other account that's not NZ? blueteagames Well-Known Member Apr 4, 2014 63 0 0 #14 blueteagames, Sep 23, 2015 Thanks guys. KeKhan: Malestorm Strike checks enemies' formation, so it is a counter move skill card. Noted on Tempest, it is a bug with the text. And noted on the Scarecrow, though we think 12 damage is ok (since you would want to sacrifice the weakest character for this attack, making the trade more in your favor) PBSNellie: Thanks, we'll take this into mind as we continue to tweak the game. We do want players to play as much as possible too! Mr. Charley: We wouldn't want that to happen, but we're in beta testing so we can't say what elements will retain until we hit global, such as skill data. For all TA users who have the game now, shoot us a support email. When we hit global, I'll send each of you free gems Mr. Charley Well-Known Member Sep 6, 2008 2,628 38 38 #15 Mr. Charley, Sep 23, 2015 Damn I'm liking this game! Just scratching the surface but this is totally scratching my CCG itch. Strategic and well thought out. Will see about balance but will definitely be playing furher to find out! Piscinarii Well-Known Member Mar 20, 2010 97 0 6 #16 Piscinarii, Sep 23, 2015 I have been playing on and off for about a week now. I think there is still some balance issues especially when it comes to armor buffs. Not being able to select who you target in the front row can get frustrating if they are armor buffed. It's basically a turn waste. I love the strategy in the game overall though and building mavens around cards is great. There is definitely some really rare nice cards for a few mavens. Also, Lightbringer makes me groan with his Heaven's Blessing. +2 health and +2 armor to all allies for 4. It's sooo solid. I haven't gotten Field Reaper but some of those traps he has are great, especially since you can't choose who you attack in the front line sometimes, ha. blueteagames Well-Known Member Apr 4, 2014 63 0 0 #17 blueteagames, Sep 24, 2015 Thanks, we're still iterating on the skills, rebalancing and modifying certain ones to create more strategies and depth. Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #18 Amenbrother, Sep 25, 2015 Wow this game is tight! I might go broke when this comes to the US. I will lose progress after it leaves soft launch though huh? KeKhan Well-Known Member May 28, 2012 1,381 43 48 #19 KeKhan, Sep 25, 2015 The crashing is really starting to get to me... I keep losing rank and gems (due to the daily rewards based on rank) I love this game but I really hope the crashing is fixed before release. blueteagames Well-Known Member Apr 4, 2014 63 0 0 #20 blueteagames, Sep 27, 2015 Thanks! At this moment we try to keep the monetizing light. Your progress on the deck will be saved, but the skills' data will be iterated as we continue to beta test and fine tune the numbers. I'm sorry, our next version fixes the memory crash. We are aiming to submit to Apple next week. Stay tune! (You must log in or sign up to post here.) 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Gave the game about an hour of play so far and I like it. The strategy comes into chooses what cards you use with your Mavens. IAP come into play with purchases rare skill cards for your Mavens which obviously make them stronger and buying limited time Mavens it would seem. I was a fan of Fable Age for some time and it looks like Blue Tea has another solid game to play. Give it a try if your a fan of card games, the character animations are fun too. My ID: 100001558
Just a note about IAP since it was mentioned above - you can earn everything in game just by playing. Really having fun with this title. Just a few complaints, it's in soft launch so that's expected: It crashes whenever I'm about to win a ranked match..really uncanny and frustrating.
Thanks guys! We found out some memory saving issue, and they should be patched up in the next iteration. Feel free to share any feedback on improvement, even specific skills, we are working hard to fine tune and balance this game.
Hey! Thanks for checking in on the forums, always nice to see. The game runs great, in general, on my iPad mini - animations are smooth, loading times are fast. Matchmaking has been surprisingly consistent for a soft-launched title. I've never had to wait longer than a minute for a game, and usually much faster. The crashing happens about 1 out of 5 games (and always seems to be when I'm about to win lol) There's so many combinations to be found, and interactions between the Mavens, it's a lot deeper than it may seem at first. So far it seems pretty well balanced but the meta game hasn't been fully revealed just yet.
Started to play this game yesterday. It's a very solid game! At this moment it feels like the CCG version of Dota arena (heroes charge) with some feeling of Hearthstone and Scroll. About game play, is it possible to choose the target manually if there're multiple valid target,e.g. choose which front liners we want to attack. Is it possible to do a mulligan in the beginning? Or just start with 3 card less and let us choose which maven to draw from in the beginning. Also 5 cost cards feels too weak. Most 5 cost cards I have requires combo with other cards. But usually in card games combo cards are low cost, and high cost cards are usually strong on their own. Have you considered to add more levels in the adventure mode? It actually feels too easy to obtain them now. Especially adding levels that requires special strategy to beat would be nice. Also slow the process of obtaining mavens could give the user more time to get familiar with the one they owns. Is it necessary to put timer in this game? Actually so far I never deplete the "stamina" because I spend a lot of time read and build the decks. (Especially if you consider this as a card game, since all other famous card games don't have timer) Can you make it more clear what you are getting from the shop? It's called skill shop but it seems you could also get mavens in it. Can you at least give an estimation of how often you can get maven from the gem shop? It's unlikely I would spend 5$ for one try in gacha without any information. Is it even necessary to put mavens in skill shop considering most maven you can get for free? Would it be better to follow the Hearthstone system, e.g., you could just get those maven through long long grinding (but with certainties). If you really want to do a gacha system, would it make more sense to put more mavens in it, and have a similar iap system like dota arena/heroes charge? Just some thoughts
We don't have specific targets for gameplay and balance reason. This makes maven order more strategic that way as well. We're still tweaking the skills, and certain high mana cost cards will get rebalanced But this game structure is a bit different since you can draw 3 cards per turn. The more efficient skills are actually the 2 to 3 mana cards. We'll revamp shop in our next version. Basically gem draws can get you 6 exclusive mavens - they are only a little bit more powerful, but they open up new metas into the game. We will make the stamina refill slower during global. Because this is soft launch, we makes things really lenient, including giving free resources.
Having a stamina system at all is not good design. There are other ways of monetizing besides telling players "that's it you can't play anymore for 2 hours unless you spend gems". Why create barriers to actually playing the game? It's a CCG, the monetizing should focus on the cards, and maybe skins, etc. The more people play the more cards they will want, but if you cripple their playtime you will lose the typical CCG'ers interest and money.
Hey KeKhan, we've implemented stamina mainly to offset server load and the server cost since we're using two 3rd party servers (one to store data, another to do the sync pvp battles). Should it not be an issue in the future, we can adjust the structure.
That's fair, not something I considered. About the game: I have some questions about Stormwalker (one of my favorites). 1. Maelstrom Strike - the card says +1 strike per front enemy. How does this work? It seems inconsistent. I've had 3 in the "front" group, and had it only strike twice. On another occasion, the front group was gone and there was just one maven in front of Stormwalker and it struck 3 times. I'm confused by this card. 2. Tempest - the card says "Stun all enemies with 10 life or less" but it's not functioning like that. It's only working on enemies with 9 life or less, if the enemy has 10 life they are not stunned. And just a comment about Reaper - the scarecrow bomb that hits for 12 damage is a little much for the cost, just IMO. That's it for now ! Love this game ! Thank you
Don't make it too much slower; I've already deleted two good games that I might have spent money on but for the stamina refill times being ridiculously slow (one life every half hour-I have other games waiting for my money and iPad space)...if this game takes off (and it should, its a good game) be prepared to get a better server situation, rather than lose frustrated customers....
To the dev: If I start playing now while in soft launch, will all my progress be wiped when globally released? Also, is my progress tied to GC/FB or will I have to start again under my other account that's not NZ?
Thanks guys. KeKhan: Malestorm Strike checks enemies' formation, so it is a counter move skill card. Noted on Tempest, it is a bug with the text. And noted on the Scarecrow, though we think 12 damage is ok (since you would want to sacrifice the weakest character for this attack, making the trade more in your favor) PBSNellie: Thanks, we'll take this into mind as we continue to tweak the game. We do want players to play as much as possible too! Mr. Charley: We wouldn't want that to happen, but we're in beta testing so we can't say what elements will retain until we hit global, such as skill data. For all TA users who have the game now, shoot us a support email. When we hit global, I'll send each of you free gems
Damn I'm liking this game! Just scratching the surface but this is totally scratching my CCG itch. Strategic and well thought out. Will see about balance but will definitely be playing furher to find out!
I have been playing on and off for about a week now. I think there is still some balance issues especially when it comes to armor buffs. Not being able to select who you target in the front row can get frustrating if they are armor buffed. It's basically a turn waste. I love the strategy in the game overall though and building mavens around cards is great. There is definitely some really rare nice cards for a few mavens. Also, Lightbringer makes me groan with his Heaven's Blessing. +2 health and +2 armor to all allies for 4. It's sooo solid. I haven't gotten Field Reaper but some of those traps he has are great, especially since you can't choose who you attack in the front line sometimes, ha.
Thanks, we're still iterating on the skills, rebalancing and modifying certain ones to create more strategies and depth.
Wow this game is tight! I might go broke when this comes to the US. I will lose progress after it leaves soft launch though huh?
The crashing is really starting to get to me... I keep losing rank and gems (due to the daily rewards based on rank) I love this game but I really hope the crashing is fixed before release.
Thanks! At this moment we try to keep the monetizing light. Your progress on the deck will be saved, but the skills' data will be iterated as we continue to beta test and fine tune the numbers. I'm sorry, our next version fixes the memory crash. We are aiming to submit to Apple next week. Stay tune!