So while I get passing the core missions is needed to unlock the next level, does completing the bonus mission on a given level do anything?
Agreed... mobile games, in game save should totally be thought of as mandatory / standard! It's a mobile device!!! It's one of the best features in Zelda Breath of the Wild for the Switch. It has a save anytime feature by going into the inventory menu.
Sure does! It has sliders to turn the music and sfx down/off, plus a new option to toggle screenshake on and off if that makes anybody sea sick, as well as some other improvements that folks suggested during the Beta. Really hoping the launch goes well, as I've got some other unique mobile card projects in the works (but desperately need to get some game-related income rolling so I can afford to focus more time on development vs hustling with my day job + gamedev, which is exhausting). If you folks are enjoying the game, don't forget to leave an App Store review and tell your peeps! That's all super helpful! Cheers and thanks everyone! Peace! -Nathan (the dev)
Thanks! Funny that you mention it...that's one of the features I'd like to add in a future update, assuming the game does well and I can afford to pour more time into additional content. Would love to do some additional modes down the road post-launch, if there's interest and I can swing it. I personally found the score-attack element of certain missions to be the most fun, so I'd love to do an score-focused endless mode of some sort. We'll see how launch goes and I'll mull over what that might look like in the meantime. Cheers!
I would have really loved to have been able to add this, but it would have required a TON of additional variables and tricky code data to be stored at every step of the game to ensure that every minute detail from card and hazard positioning to specific data and other factors are all grabbed and then re-instated. One of those annoying instances where it'd be real nice to just have a "save/resume" button for an individual match, but implementing that with this system is quite complex (and kind of overkill code-wise for the core loop). Seems a pretty simple, obvious feature to have, I know, but a nightmare of to try to implement given the way the system is built. Hopefully that doesn't turn too many people off, as everything is designed to be pretty replayable so quitting out and starting a match over isn't too much of a biggie, generally speaking. Still, good suggestion. I appreciate it. Helps me when sorting out design and systems planning for my future card game projects. Cheers!
Thanks James! I loved Glorkian Warrior (and am a long-time fan of your assorted comic/music/project endeavors). Cheers!
Right now, the bonus missions are just for funsies - they don't unlock any epic content other than a 100% completion ending. But I will probably add some future content for hardcore players that relies on having unlocked everything in the core game.
To win a match, you must clear ALL of the hazard cards from the deck, then survive without having your main base destroyed (or the smaller sub-bases damaged a second time). Winning a match earns you XP based on the amount of stuff you destroyed. This XP goes towards "Base Upgrades" - however, you only get base upgrade XP when you win a match. BUT... Collecting debris using the tractor beam cards, you'll keep anything to manage to nab whether you survive a match or not. This can be used to unlock bonus cards to slot into your current base deck. Both the base upgrades and the unlockable cards go a LONG way to helping you survive longer and win more matches. I find it takes a lot of people a little while to get a feel for the core strategies, but by the time they unlock the second base location, they're usually a lot better at the game than when they first started out. Which is good, because it gets a lot crazier when you introduce NUKES, Hacks, and other hazards into play. Hope that helps! Also, you have to complete the 3 core mission objectives (across numerous matches) to unlock the next base level -- which introduces new hazards/defenses, slightly diff core deck loadouts, and significantly harder gameplay each time. A useful strategy for survival: pick which mission objectives you want to aim for at the beginning of a given match. Trying to do all of them at once is an easy way to get annihilated, since aiming for a high score requires you to use the multipliers and let hazards come super close to your bases, where as staying alive is easier if you blast away hazards as soon as you can. Cheers!
Can anyone answer this? I don't want to buy the game if when I decide to delete it all my upgrades are gone.
Thanks. I couldn't tell how many cards were left (now I can..I didn't notice that the deck count is on the right) and ended up with a lot of meteors that just blew me up.
Loved this game on Steam and have been buying it for many of my friends during the Steam Sale. Perfectly happy to double-dip on this one. Dev was quick to respond to bug reports for PC version. Glad to see this getting the love it deserves here!
Hey there! Sorry to say, cloud save isn't currently implemented. I'll definitely look into seeing what it'd take to potentially add it in the future, but I'm not 100% what that entails yet in terms of code or how feasible it'd be to patch it in after-the-fact. Cheers! -Nathan
Awesome! I'm sure folks would be more than happy to pay for new modes. Your game is a steal at its current price#
Responsive developer, willing to add features if the game sells well, no iap shinanagins, already released on pc so I know it's a good game..... .....yep that's a purchase for me.
Thanks a bunch! I def try do what I can, and there's room to potentially add more if I'm able to down the road. Either way, it's great to see more folks playing and enjoying the game. Super glad I was able to bring it to iOs. Feels like a much better fit here. Cheers!