I really like this game. However, I have literally never won. Im thinking it's a hex game thing. I really like them but I suck at them. I've only won at Samurai once, and I do really well in the other Knizia games. Still, I keep coming back to this.
Are they being supported by a medic? (which takes the hit instead) or have extra hit points themselves?) So far the only bugs I've encountered are Battle either not appearing, or appearing and disapearing quickly at the end of the game. (which could have been due to a battle happening with no results, I guess.) Also regarding the AI ganging up on me, I'm more inclined now to say that the AIs, at least on level 2, tend to hold grudges. I've seen them continue to pick on a specific faction, even when it (IMHO) didn't make sense from a "trying to win the game" standpoint. Then again I am still moderately new to this game so I could be wrong, but I'm about to jump to level 3 games as I'm winning most games against the level 2 AIs now.
that would mean what exactly.. there is exactly on force that cries for low prices.. cheap customers who think a f***ing dollar is an entitlement to the next halo or dragon age on their ipod. the board game is currently around 45$ in germany, the iphone version is 2,99$ so how is this a relation? if this would be a psp or ds forum we would talk about a 30-40$ game lacking one or the other feature. i would have no problem if the game was 5$ or even 10$+ if it would have the polish i miss and some additional features.. i like the core game mechanic (after alot of work learning them) and enjoy the game this seems like the first big daddy game so i cut them alot of slack and try to be helpfull with long feedback i think could be helpfull. again good luck and lots of sales.
Yep. My next Starbucks coffee will cost me more than this game. Doesn't make much sense when you think of it. So 10$ for an iPhone game? 15? 25? Yes. Absolutely.
After playing 2 days nonstop I spend some time on boardgamegeek and found the expansions. I'd love to see them implemented someday! The other factions seem to be great and very different from the first four. The "neojungle" faction with its plants and monsters is really interesting. Also the "doomsday machine" faction with its static units and powerful special abilities is pure awesome. Expansions as dlc would be great. i love this game
I'm not arguing with you that the game may be worth more then the current price (although, "worth" is a fairly subjective concept). I am arguing that the economics of the app store keep most developers from being able to raise the prices on their game and still be successful. Sure, but you could list your app as being iPhone only and then use DLC to unlock the universal functionality. Well, I don't know what your developers have been reading, but here is a quote from Apple directly: You can also simplify your development by creating a single version of your app that uses In App Purchase to unlock additional functionality, eliminating the need to create Lite versions of your app. It sounds like Apple is allowing you to use in app purchase to unlock additional functionality, not just content. Anyone can raise their prices, I imagine a lot of developers have raised their prices in hopes that they would be get a lot of sales. I asked for a successful example. Small World isn't in the top 200 iPad games, so its hard to call it a success. In any case, the overwhelming majority have gone the other way. Don't get me wrong. As anyone who reads enough of my posts will tell you, I am not one of the cheap crowd who is trying to get everything down to 99 cents. Even when I think something it overpriced (based on what I would pay for it), I keep that opinion to myself. What I am saying is that whatever developers say today, and whatever their current plans are, prices tend to go down, not up. Many a "sale" or "limited introductory" price becomes a permanent one. Many a plan to raise prices later is abandoned.
I agree. That was the force I was talking about. Don't read too much into my "idea". Its not a well thought out concept I have been working on for a while. It was just something that occured to me while I was writing that post.
I really cant argue this anymore. You're arguing AppStore economics without grasping my point. The devs are spending time and money to add much more to the game, they need to recoup development costs for the game and the new online MP and features. That's not going to happen with a price drop. Will the price drop eventually? More than likely but that can be said with every single app on the AppStore. Also, the comment about "I don't know what your developers have been reading" is condescending. The devs I've talked to and/or beta tested for have had builds rejected for trying to use IAP for those things. Whether you believe it or not is your business but the proof is right on front of all of us. IF you could charge users to unlock things like universal builds or playing your own music why has no developer done it yet? It's not an original or mind blowing idea yet not a single dev has implemented it.
I couldn't disagree with you more. 1) Raising the price after adding features doesn't help the developer unless the whole new package is now worth it to the people who wouldn't buy the old version. If I buy a game for $2.99, and the developer adds multiplayer and raises it to $4.99, I get that functionality and haven't paid anything extra. People who didn't think the game was worth $2.99 are not going to pay $4.99 unless the new package is now worth it to them at the new price. On the other hand, some people who didn't think the old game was worth $2.99 might buy it now if they do think it is worth it now that it includes MP. 2) 10 times the sales at a lower price are worth more to the developer then a higher price, unless the new price is 10 times the old price. On digital sales, the cost of a sale is $0 to the developer, so only the total dollars matters. (This is not true if the developer hosts a server, but for other cases it is). 3) You seem to have changed the topic of discussion. You originally said: My comment was that I doubt that, because for the most part, prices don't tend to go up even if developer say they plan to raise them. Whether it is right or wrong, it just doesn't happen that often. Well, I am sorry if I hurt your feelings, but I get so tired of people talking about their secret inside contacts. Apple clearly says it is allowed, so I tend to trust that more. Actually, I just did a little research, and if you take a look at "Alchemize Mini" you will see a free game that charges 99 cents to unlock three different game modes, and 99 cents to unlock music. No new content, just functionality. That one took me about 2 minutes to find. There are probably plenty of others. As far as iPad support via IAP goes, perhaps it is just easier to make two different binaries then to do it as IAP. Or perhaps you just get more exposure with two apps since the iPhone one will not show up in iPad lists.
I don't want to argue with your other arguments, because that's your way of thinking and you have the right to think that way, but 'unocking' universal app functionality using IAP seems impossible from the technical point of view to me. Universal app for iDevices is very similiar to universal apps for Mac (i.e. PowerPC version glued with Intel version) - it's just two or more apps (binaries) merged together. You don't get to choose which one is launched on iPad - iOS does this. So all you could theoretically do when launching on iPad is to display an information popup saying 'Sorry, you need to pay 3$ more or I'll quit' and I don't think Apple's gonna allow you to do this
Wow, has this thread turned into an arguement over itunes economics. Don't mistake your opinions for facts people.
Thanks for the explanation. I have not purchased your game yet, but I plan to as soon as you add some sort of in-game piece explanation functionality.
I bought this game without knowing how to play it, and I have to agree that the video tutorial doesnt help a lot right now. An interactive tutorial will be much better. Anyway, the read manual it's really awesome and complete, I learnt to play with it. The major issue was to know: What are that Iniciation phases on a battle? Why this tile is attacking to that tile right now? When a tile is melee or ranged? What means this wierd tile (or symbol)? How should I play this army? Where should I play the HQ? It's true, the game needs an in-game tile help, because the rules are really easy but, there are many differents tiles and habilities so, the firsts games I was really lost with the game. Anyway, I learnt to play it and the game it's awesome. I give it a 5/5 with the future online implementation. Good work guys!!!
Thanks You're 100% right. In-game acces to manual and quick tile description will be the first thing we'll add. I hope this will make the learning curve a bit more gentle Btw, today we'll post official announcement what do we do next, so check our website any time soon today (by today I mean today in Poland )
Yes, Neuroshima Hex will be an universal application. http://www.neuroshimahex.com/559/neuroshima-hex-will-be-an-universal-application/
Neuroshima hex is featured on the front page of the AppStore on iPhone! A little far down but front page is always good news Edit: the new info about universal build and GC support should be added to the description as features that are coming soon. I'm sure people will jump on it knowing that.