https://itunes.apple.com/gb/app/road-of-kings/id784707684?mt=8 Road of Kings "Exploring Road of Kings is strangely addictive and fascinating." - kaijupop.com"Road of Kings … $0.99 Buy Now Watch Media Details"Exploring Road of Kings is strangely addictive and fascinating." - kaijupop.com"Road of Kings has a great strategy game aesthetic from its hex-map on down to its hand-drawn character art." - pocketgamer.co.uk"Road of Kings walks a satisfying line in difficulty, demanding experience to win and ensuring decent replay value." - gamezebo.comAn adventure game where no two journeys are the same! Become the barbarian king! Adventure across a dangerous land where your decisions can, and will, change your fate. Earn your birthright by defeating dangerous foes, forging alliances, and discovering hidden treasures! Inspired by early fantasy board games and RPGs, Road of Kings allows you to experience hours of adventuring on your favorite device.FEATURES* Huge open world to explore* Dozens of unique characters to interact with* Dynamic world changes based on your choices* Hundreds of events to challenge your claim of king* Each adventure is easy to pick up and put down* No two adventures the same! Information Seller: Genre:Adventure, Role Playing Release:Jan 16, 2014 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (5) Your Rating:unrated Compatibility:HD Universal PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #2 PeteOzzy, Jan 17, 2014 http://forums.toucharcade.com/showthread.php?t=215263&highlight=Road+kings This is the upcoming thread for the game. Looked very interesting, could be something a lot of people will enjoy. May buy it as a treat before work! ojtitus Well-Known Member Jul 7, 2010 3,228 5 38 Male Canton, Ohio #3 ojtitus, Jan 17, 2014 I thought I was going to have to wait until tomorrow for this, this is a nice surprise. DancingSorcerer Member Jan 9, 2014 7 0 0 http://www.dancingsorcerer.com #4 DancingSorcerer, Jan 17, 2014 Hey thanks! We'll be transitioning to this thread for future updates and Q&A! ScotDamn Well-Known Member Patreon Silver Jul 8, 2013 1,990 0 36 Wireless Sales Happy Daddy https://twitter.com/ScotDamn #5 ScotDamn, Jan 17, 2014 Oh wow. I remember this in the upcoming thread. This looked pretty cool! I'll have to check it out! Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #6 Ayjona, Jan 17, 2014 The simple fact that a quick glance at the app description is not quite enough for me to determine exactly what kind of game this is intrigues me. A trailer and a Pocket Tactics article later, I'm thinking that the actual game might be equally intriguing, and am hitting that buy button as I type. MrMojoRisin Well-Known Member Jul 27, 2012 1,183 0 0 #7 MrMojoRisin, Jan 17, 2014 Last edited: Jan 17, 2014 This game is the real deal. The depth and scope of those old school "paragraph based" role playing adventure games, but "right sized" for the mobile platform. Even if some of the same things happen to you over multiple games (as is the nature of this type of game), you never know WHEN it will happen in a given game, or if you will be prepared enough to deal with it! Also, the story elements are so well interwoven into the game, that you can seemlessly and naturally find yourself on different sides of the same conflict based on how each game plays out. But of course, just because someone ASKS you to help them in this game, it does not mean you HAVE to. The element of choice and consequences of your choices having a real impact is key in this game. There is just so much to like (read "LOVE") about this game. PSquared Active Member Nov 4, 2013 42 0 0 #8 PSquared, Jan 17, 2014 I'm intrigued but at $3 I'll need a bit more info and more In depth reviews before making a purchase. Definitely interesting though. MrMojoRisin Well-Known Member Jul 27, 2012 1,183 0 0 #9 MrMojoRisin, Jan 17, 2014 Skip the Big Mac for one meal and get it. Seriously, though, if the terms "role-playing game", "board game", or "high fantasy adventure" excite you at all, then you should just get this now and thank DSG for making it later. I'll go out on a limb here and make one more comparison. Think of a game like Lords of Midnight, but A LOT more "user friendly". Even though you are only moving around one party instead of many, it has the same feeling as you explore the land, make friends and enemies, and get stuff, all while working toward a main objective. It even has multiple ways of winning, similar to LoM. It is just nowhere near as abstract or difficult to get into. JCho133 Well-Known Member Jul 27, 2012 7,907 27 48 #10 JCho133, Jan 17, 2014 And a new cult favorite is released! ScotDamn Well-Known Member Patreon Silver Jul 8, 2013 1,990 0 36 Wireless Sales Happy Daddy https://twitter.com/ScotDamn #11 ScotDamn, Jan 17, 2014 Just grabbed this. Looking forward to trying it out once I get home. I'll post some impressions. ojtitus Well-Known Member Jul 7, 2010 3,228 5 38 Male Canton, Ohio #12 ojtitus, Jan 17, 2014 MrMojoRisin Well-Known Member Jul 27, 2012 1,183 0 0 #13 MrMojoRisin, Jan 18, 2014 Last edited: Jan 18, 2014 My review of Road of Kings! An awesomesauce cocktail that hates you as much as it loves you! "Hybrid" games are pretty old hat for mobile gaming. This genre crossed with that genre, making something "new". You have your puzzle strategy games, action meets match three games, hidden object fighting games, and more. Okay, maybe not the "hidden object fighting" bit, but wouldn't that be cool? Anyway, Road of Kings is another genre bender, but one that is not very heavily represented in mobile gaming. What genres, you ask? Well, I'll tell you. Road of Kings definitely has board game elements, which you can easily see by looking at screenshots. You are represented by a burly looking dude that could be played by Arnie himself (ok, maybe YOUNG Arnie) if RoK ever became a movie, or maybe something out of Game of Thrones. Your "little" guy starts out on one side of a relatively large map made up of hexagons, and you move him one space at a time. Each space you move onto has the chance of something happening on it that is either good, bad, or neither. The thing is, that in a lot of the events, which can be imagined as cards being drawn out of a large deck, your choice decides whether or not the event is a boon or a bane (thanks Pathfinder Adventure Card Game!), and then you must face the consequence of that choice. In this way, the game borrows elements from interactive fiction or game books. Let me give you an example. You move onto a space, and you get something like "A group of Mercenaries approach you. What do you do?" Then you can either choose to "negotiate" with your mouth, or with your sword. If you talk with them, they tell you how much you can hire them for, and if you have it and decide to spend it, they join your party. If you attack them, combat ensues and if you kill them, you will get some gold. If they kill you, it's game over man, try again. This "risk vs. reward" scheme is prevalent throughout the game, and really drives it, and you, toward your goal. Speaking of which, the "main" goal of the game is to get 500 gold within 100 turns, and then make it to a port town, where you will sail off and be declared king of the barbarians. It's good to be king, even though I've only managed to do it once in my many playthroughs of the game so far. There is another, more secret, way to win, though. I won't spoil what I have discovered, as part of the fun of winning this way is the discovery of it, but I will say that if what I think I know about it is true, it is an epic quest that will take you around the whole map and test your skills and luck to the max, and you will not be able to accomplish it by yourself. One more thing about it, without giving too much away: It all starts with a rumor heard at a tavern. Which leads me to another aspect of this game, and that is your interaction with cities. Cities are important hubs in the game, because in addition to the aforementioned taverns, which can lead to rumors of treasure, barfights, or other events, cities are where you sell trophy items that are gained in your adventures, places you can rest and eat without having to worry about being attacked by the random stray gargoyle (or farmers), but at a price, and also places where many of the games larger plot points (besides your quest to become king) take place. Each city seems to have its own big problem or situation, and you can choose to get involved as much or as little with these happenings as you want. But honestly, I don't think you will get very far in this game by keeping completely to yourself, although the game gives you that choice, and maybe you will discover other ways to victory. And there are other ways. Besides cities, there are several other types of spaces on the board. Each space has its own type of terrain that it contains, and the type of terrain can affect things like how easy it is to hunt for food (more on food and hunger later), and the chance of getting "lost", which costs you a turn of nothing happening but eating and sleeping that day, which as you can imagine, is not very helpful when you only have 100 days (each day is a turn) to complete your quest. Another important type of space is the ruins space. Each ruins space starts with a number on it, and that is the number of times you can explore those ruins. As you can imagine, this is a pretty important part of the game, as each time you explore, you have access to events that will only happen at a ruins space, and can yield great profit (including the aforementioned trophies), great danger, or both at the same time! These are the spaces you want to be well prepared for before going into them half cocked, but you don't want to spend too much time preparing and not enough time exploring. This is the tug of war that is the meat of this game, and it is all balanced very well, while providing many tense situations to experience and hard decisions to make. Besides your gold and the number of days left, the other main stat to keep track of is your food. You start with 5 rations, and you can hunt at the end of each day to attempt to replenish them, except when you are on certain types of terrain that prevent hunting. Then you will consume one ration for everyone in your party. So you can see that this is another balancing act that this game lovingly gives you, as you want a decent number of people with you in case you come across something nasty (and you WILL), but every turn, the more that are with you, the more food you consume. The game balances this out by the hunger mechanic, which comes into play whenever you don't have enough rations for everyone after a given day, and can cause one, more, or all of them to desert your party, leaving you all alone. So now that I have described in a nutshell how Road of Kings plays, there are a few important questions you might have, so I will address them right here, and they go back to what I mentioned in the beginning of this review about the game loving you and hating you at the same time. Is this game fun? Yes! Why? Because it takes ideas from many wonderful games and puts them all together in a new way that gives you some of the best experiences of those games, but in an appropriate mobile sized package. That's the love. Is this game hard? You bet! I have played many games of RoK, and only won one of them. Now I'm not the most strategic person out there, so your experience may be different, but this game also has the feeling of another popular genre of games, and that is roguelikes, and one of the ways it feels like a roguelike is in the difficulty and "everything out to get you" factor. It also shares the "permadeath" of a roguelike as well. And there is still a "classic" difficulty level that makes the game even harder! But standard or classic difficulty, you will die in this game and you will die a lot. That's the hate. But you will love it each time and keep coming back to die, or become king, again. strivemind Well-Known Member Aug 11, 2010 2,784 2 38 Designer Ottawa, Canada http://www.strivemind.com/ #14 strivemind, Jan 18, 2014 Is the map randomly generated? MrMojoRisin Well-Known Member Jul 27, 2012 1,183 0 0 #15 MrMojoRisin, Jan 18, 2014 It is not. It's more like Runebound that way, where everything is set, but what happens at a given location is different each game, except for the big city story plots, but even those have many different ways that you can get involved (or not) with them, and include randomly "drawn" events when you are close to a given city. Nachtfischer Well-Known Member Feb 7, 2013 230 8 18 Game Designer Germany https://ludokultur.de/ #16 Nachtfischer, Jan 18, 2014 Last edited: Jan 18, 2014 Interesting app. Judging it as a story generator, it works pretty well. The random events are numerous and diverse. The theme is definitely captured in a consistent way. Although after a handful of playthroughs I've already seen multiple scenes more than two times and I'm only reading the first few words of these when they come up, because I know the drill. It's basically the same problem as with King of Dragon Pass (but it seems KODP has a ton more events and therefore variation). Besides that, it's cool. It makes for some neat randomly put-together barbarian tales ou can remember and retell after playing. That said, it's too bad the game doesn't actually follow up on that strength. It does not embrace its storytelling nature, but it puts this weird "strategy game" on top of it. And that's where things totally break down. Basically it's a very uninteresting version of a roguelike, but much closer to a gambling machine. You run around and random stuff happens to you. One time I had more than 100 gold before I even left the starting island, another time I got killed in two (apparently extemely lucky) hits by a snake on day 15 or something. And I did not play better or worse in one try or the other. It just doesn't make for a reasonable contest at all (and it clearly wants to be, the stated goal is completely mechanical: "collect 500 gold by day 100 and you win", there's laughably even a high score list). By the way, the combat is a joke: The optimal strategy in all the battles I've had yet ("hit one guy until he's a at least K.O. then hit the next guy") is so obvious, it hurts. On top of that they put time-wasting "pseudo animations" before every hit that don't even look nice. By the way, as I said the battles are extremely random, sometimes you miss, sometimes you hit for 1 damage, sometimesfor 24. It's probably worse than Demons vs. Wizards. There's an obscure "combat rating" for every character, but the calculations are (deliberately?) obfuscated so you don't really know what it means. But even if you knew, it obviously doesn't make sense. It's just a matter of tapping "attack" and watching (just like a slot machine basically). And that's all you can do: "Attack" or "flee". There are some very rudimentary items in the game. One of them is a healing potion, but you can't even use that inside the combat. You don't have the slightest interesting tactical options whatsoever. It's a shame. Outside of combat it's just roaming the (non-random) landscape. Your choices are onto which terrain to move. You don't get food in the desert or the mountains. On normal tiles you can decide each day if you want to hunt for food or just eat what you have (after hundreds of these decisions I'm almost positive that you should always hunt to build up on that resource, very rarely you lose a little amount of health, but it's totally not a problem... hunting is not remotely risky enough to make that decision any interesting). The most interesting decisions (strategy-wise) are probably if you want to pay a mercenary to follow you or not. You basically pay "victory points" (gold) to have the chance of getting more later, because of your combat backup. That said, who knows if you'll be getting more? It's almost completely up to the dice. In the end, I wished they would have consequently pursued the story generator route. I think it's another case of "they didn't know what they had". There's so much unused potential here. The gameplay and events also don't really connect at all in most cases and just "co-exist" like it's a coincidence (which I don't blame them for). Anyways, the "strategy game" part is abysmal, the story generator part almsot good, but not nearly as good as it could have been. The existence of the former however, draggs the latter down so much, that I will likely not be spending too much more time on the game. Bool Zero Well-Known Member Dec 14, 2010 1,922 0 36 #17 Bool Zero, Jan 18, 2014 You had me at Runebound... I need to buy this now! MrMojoRisin Well-Known Member Jul 27, 2012 1,183 0 0 #18 MrMojoRisin, Jan 18, 2014 Nachtfischer, you review sounds like it could be written about any "ameritrash" board game from the viewpoint of someone who is more into euros and just doesn't like the fact that there is so much randomness in the game. And this game doesn't pretend to be anything but a good "ameritrash" game distilled into a mobile game package. Yes, the combat is "shallow", even though there are a FEW more options than how you represent it, but so is the combat in games like Runebound, Talisman, and the like. I think the combat suits this game just fine, as it is just a quick means to test your party's strength against their enemies so you can either die and start over or continue your adventure. Also, what you call "gambling" is also known as "risk vs. reward" or "push your luck" and is a central theme of many good "ameritrash" games. Nachtfischer Well-Known Member Feb 7, 2013 230 8 18 Game Designer Germany https://ludokultur.de/ #19 Nachtfischer, Jan 19, 2014 Mojo, I don't think we need to further duplicate this discussion. DSGPaul Member Jan 15, 2014 5 0 0 #20 DSGPaul, Jan 19, 2014 Hey guys, I just wanted to pop in here and say that we really appreciate everyone that's taken the time to critique the game. We find all feedback, positive or negative, to be really valuable and want you to know that we are listening. In case you weren't already aware, we do keep a dev blog on our site, and I recently posted some ideas we've been spit-balling for our first major update. You can check that out here: http://www.dancingsorcerer.com/devblog/whats-next/ Thanks again for playing the game! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
http://forums.toucharcade.com/showthread.php?t=215263&highlight=Road+kings This is the upcoming thread for the game. Looked very interesting, could be something a lot of people will enjoy. May buy it as a treat before work!
The simple fact that a quick glance at the app description is not quite enough for me to determine exactly what kind of game this is intrigues me. A trailer and a Pocket Tactics article later, I'm thinking that the actual game might be equally intriguing, and am hitting that buy button as I type.
This game is the real deal. The depth and scope of those old school "paragraph based" role playing adventure games, but "right sized" for the mobile platform. Even if some of the same things happen to you over multiple games (as is the nature of this type of game), you never know WHEN it will happen in a given game, or if you will be prepared enough to deal with it! Also, the story elements are so well interwoven into the game, that you can seemlessly and naturally find yourself on different sides of the same conflict based on how each game plays out. But of course, just because someone ASKS you to help them in this game, it does not mean you HAVE to. The element of choice and consequences of your choices having a real impact is key in this game. There is just so much to like (read "LOVE") about this game.
I'm intrigued but at $3 I'll need a bit more info and more In depth reviews before making a purchase. Definitely interesting though.
Skip the Big Mac for one meal and get it. Seriously, though, if the terms "role-playing game", "board game", or "high fantasy adventure" excite you at all, then you should just get this now and thank DSG for making it later. I'll go out on a limb here and make one more comparison. Think of a game like Lords of Midnight, but A LOT more "user friendly". Even though you are only moving around one party instead of many, it has the same feeling as you explore the land, make friends and enemies, and get stuff, all while working toward a main objective. It even has multiple ways of winning, similar to LoM. It is just nowhere near as abstract or difficult to get into.
My review of Road of Kings! An awesomesauce cocktail that hates you as much as it loves you! "Hybrid" games are pretty old hat for mobile gaming. This genre crossed with that genre, making something "new". You have your puzzle strategy games, action meets match three games, hidden object fighting games, and more. Okay, maybe not the "hidden object fighting" bit, but wouldn't that be cool? Anyway, Road of Kings is another genre bender, but one that is not very heavily represented in mobile gaming. What genres, you ask? Well, I'll tell you. Road of Kings definitely has board game elements, which you can easily see by looking at screenshots. You are represented by a burly looking dude that could be played by Arnie himself (ok, maybe YOUNG Arnie) if RoK ever became a movie, or maybe something out of Game of Thrones. Your "little" guy starts out on one side of a relatively large map made up of hexagons, and you move him one space at a time. Each space you move onto has the chance of something happening on it that is either good, bad, or neither. The thing is, that in a lot of the events, which can be imagined as cards being drawn out of a large deck, your choice decides whether or not the event is a boon or a bane (thanks Pathfinder Adventure Card Game!), and then you must face the consequence of that choice. In this way, the game borrows elements from interactive fiction or game books. Let me give you an example. You move onto a space, and you get something like "A group of Mercenaries approach you. What do you do?" Then you can either choose to "negotiate" with your mouth, or with your sword. If you talk with them, they tell you how much you can hire them for, and if you have it and decide to spend it, they join your party. If you attack them, combat ensues and if you kill them, you will get some gold. If they kill you, it's game over man, try again. This "risk vs. reward" scheme is prevalent throughout the game, and really drives it, and you, toward your goal. Speaking of which, the "main" goal of the game is to get 500 gold within 100 turns, and then make it to a port town, where you will sail off and be declared king of the barbarians. It's good to be king, even though I've only managed to do it once in my many playthroughs of the game so far. There is another, more secret, way to win, though. I won't spoil what I have discovered, as part of the fun of winning this way is the discovery of it, but I will say that if what I think I know about it is true, it is an epic quest that will take you around the whole map and test your skills and luck to the max, and you will not be able to accomplish it by yourself. One more thing about it, without giving too much away: It all starts with a rumor heard at a tavern. Which leads me to another aspect of this game, and that is your interaction with cities. Cities are important hubs in the game, because in addition to the aforementioned taverns, which can lead to rumors of treasure, barfights, or other events, cities are where you sell trophy items that are gained in your adventures, places you can rest and eat without having to worry about being attacked by the random stray gargoyle (or farmers), but at a price, and also places where many of the games larger plot points (besides your quest to become king) take place. Each city seems to have its own big problem or situation, and you can choose to get involved as much or as little with these happenings as you want. But honestly, I don't think you will get very far in this game by keeping completely to yourself, although the game gives you that choice, and maybe you will discover other ways to victory. And there are other ways. Besides cities, there are several other types of spaces on the board. Each space has its own type of terrain that it contains, and the type of terrain can affect things like how easy it is to hunt for food (more on food and hunger later), and the chance of getting "lost", which costs you a turn of nothing happening but eating and sleeping that day, which as you can imagine, is not very helpful when you only have 100 days (each day is a turn) to complete your quest. Another important type of space is the ruins space. Each ruins space starts with a number on it, and that is the number of times you can explore those ruins. As you can imagine, this is a pretty important part of the game, as each time you explore, you have access to events that will only happen at a ruins space, and can yield great profit (including the aforementioned trophies), great danger, or both at the same time! These are the spaces you want to be well prepared for before going into them half cocked, but you don't want to spend too much time preparing and not enough time exploring. This is the tug of war that is the meat of this game, and it is all balanced very well, while providing many tense situations to experience and hard decisions to make. Besides your gold and the number of days left, the other main stat to keep track of is your food. You start with 5 rations, and you can hunt at the end of each day to attempt to replenish them, except when you are on certain types of terrain that prevent hunting. Then you will consume one ration for everyone in your party. So you can see that this is another balancing act that this game lovingly gives you, as you want a decent number of people with you in case you come across something nasty (and you WILL), but every turn, the more that are with you, the more food you consume. The game balances this out by the hunger mechanic, which comes into play whenever you don't have enough rations for everyone after a given day, and can cause one, more, or all of them to desert your party, leaving you all alone. So now that I have described in a nutshell how Road of Kings plays, there are a few important questions you might have, so I will address them right here, and they go back to what I mentioned in the beginning of this review about the game loving you and hating you at the same time. Is this game fun? Yes! Why? Because it takes ideas from many wonderful games and puts them all together in a new way that gives you some of the best experiences of those games, but in an appropriate mobile sized package. That's the love. Is this game hard? You bet! I have played many games of RoK, and only won one of them. Now I'm not the most strategic person out there, so your experience may be different, but this game also has the feeling of another popular genre of games, and that is roguelikes, and one of the ways it feels like a roguelike is in the difficulty and "everything out to get you" factor. It also shares the "permadeath" of a roguelike as well. And there is still a "classic" difficulty level that makes the game even harder! But standard or classic difficulty, you will die in this game and you will die a lot. That's the hate. But you will love it each time and keep coming back to die, or become king, again.
It is not. It's more like Runebound that way, where everything is set, but what happens at a given location is different each game, except for the big city story plots, but even those have many different ways that you can get involved (or not) with them, and include randomly "drawn" events when you are close to a given city.
Interesting app. Judging it as a story generator, it works pretty well. The random events are numerous and diverse. The theme is definitely captured in a consistent way. Although after a handful of playthroughs I've already seen multiple scenes more than two times and I'm only reading the first few words of these when they come up, because I know the drill. It's basically the same problem as with King of Dragon Pass (but it seems KODP has a ton more events and therefore variation). Besides that, it's cool. It makes for some neat randomly put-together barbarian tales ou can remember and retell after playing. That said, it's too bad the game doesn't actually follow up on that strength. It does not embrace its storytelling nature, but it puts this weird "strategy game" on top of it. And that's where things totally break down. Basically it's a very uninteresting version of a roguelike, but much closer to a gambling machine. You run around and random stuff happens to you. One time I had more than 100 gold before I even left the starting island, another time I got killed in two (apparently extemely lucky) hits by a snake on day 15 or something. And I did not play better or worse in one try or the other. It just doesn't make for a reasonable contest at all (and it clearly wants to be, the stated goal is completely mechanical: "collect 500 gold by day 100 and you win", there's laughably even a high score list). By the way, the combat is a joke: The optimal strategy in all the battles I've had yet ("hit one guy until he's a at least K.O. then hit the next guy") is so obvious, it hurts. On top of that they put time-wasting "pseudo animations" before every hit that don't even look nice. By the way, as I said the battles are extremely random, sometimes you miss, sometimes you hit for 1 damage, sometimesfor 24. It's probably worse than Demons vs. Wizards. There's an obscure "combat rating" for every character, but the calculations are (deliberately?) obfuscated so you don't really know what it means. But even if you knew, it obviously doesn't make sense. It's just a matter of tapping "attack" and watching (just like a slot machine basically). And that's all you can do: "Attack" or "flee". There are some very rudimentary items in the game. One of them is a healing potion, but you can't even use that inside the combat. You don't have the slightest interesting tactical options whatsoever. It's a shame. Outside of combat it's just roaming the (non-random) landscape. Your choices are onto which terrain to move. You don't get food in the desert or the mountains. On normal tiles you can decide each day if you want to hunt for food or just eat what you have (after hundreds of these decisions I'm almost positive that you should always hunt to build up on that resource, very rarely you lose a little amount of health, but it's totally not a problem... hunting is not remotely risky enough to make that decision any interesting). The most interesting decisions (strategy-wise) are probably if you want to pay a mercenary to follow you or not. You basically pay "victory points" (gold) to have the chance of getting more later, because of your combat backup. That said, who knows if you'll be getting more? It's almost completely up to the dice. In the end, I wished they would have consequently pursued the story generator route. I think it's another case of "they didn't know what they had". There's so much unused potential here. The gameplay and events also don't really connect at all in most cases and just "co-exist" like it's a coincidence (which I don't blame them for). Anyways, the "strategy game" part is abysmal, the story generator part almsot good, but not nearly as good as it could have been. The existence of the former however, draggs the latter down so much, that I will likely not be spending too much more time on the game.
Nachtfischer, you review sounds like it could be written about any "ameritrash" board game from the viewpoint of someone who is more into euros and just doesn't like the fact that there is so much randomness in the game. And this game doesn't pretend to be anything but a good "ameritrash" game distilled into a mobile game package. Yes, the combat is "shallow", even though there are a FEW more options than how you represent it, but so is the combat in games like Runebound, Talisman, and the like. I think the combat suits this game just fine, as it is just a quick means to test your party's strength against their enemies so you can either die and start over or continue your adventure. Also, what you call "gambling" is also known as "risk vs. reward" or "push your luck" and is a central theme of many good "ameritrash" games.
Hey guys, I just wanted to pop in here and say that we really appreciate everyone that's taken the time to critique the game. We find all feedback, positive or negative, to be really valuable and want you to know that we are listening. In case you weren't already aware, we do keep a dev blog on our site, and I recently posted some ideas we've been spit-balling for our first major update. You can check that out here: http://www.dancingsorcerer.com/devblog/whats-next/ Thanks again for playing the game!