Basically unlock = one time purchase which makes the game premium. Unlocking the game removes the reward video prompt and always doubles your bounty, and gives you access to the other decks (only Warrior is free) I also added unlocking individual decks for 99 cents in case someone wanted to check one out but not commit yet.
What do you mean by "access to the other decks" ? In the free version, you can unlock other decks by spending the kind of diamond currency. I like the fact to have to struggle to unlock the other decks. When you unlock the game, do you gain instant access to the other decks ? What about the other unlockables (special cards and slots) ? Are they unlocked with the purchase too ?
If you try to buy another deck in the Android version, you can either use diamonds AND pay $.99 to access the deck or use diamonds AND pay $2.99 to access all decks and get double coins. You still have to pay diamonds for every deck, no matter your version or pay option. The free version only lets you play the Warrior deck without paying cash money.
Great game! I can confirm this is also the case in iPhone 7, latest iOS. It may have something to do with hitting cards too fast while other (fast) animation is playing, but I can't steadily reproduce it. Force-restarting the game puts the input back working and no progress lost. Well done I'd say! Loving this game although I disliked the default animation speed; after learning there's fast animation graphics I can't stop playing it haha. Thanks for adding the option. Now I'm struggling with the all spells and all items achievements .. is there any plan to add gallery or book pages to show what are already collected? It would make achievement hunters' life way easier. Also, is there any plan on Chinese localization? I'm actually a member of Project Gutenberg for Video Games; we offer high quality Chinese localization for free on select indie games. Our leader said he had contacted you early on by email with no luck. Let me know if you're in fact interested.
I like the idea of the spell/item gallery...might not be too hard to pull off. Will add it to the list (although I admit it won't be the top priority) And sorry for ignoring you guys, I get a ton of solicitation email and just couldn't answer it all if I tried. We made the tough decision that Solitairica would not be translated. If something changes I will be searching for those emails.
Please do! =P I've tried days to collect all the items but just didn't get that achievement, suspecting that it's bugged (both spells and items; iOS GameCenter). I also see fellow achievement hunters asking similar questions on reddit and steam community. Thanks for the reply! Please don't mind; I totally understand how emails can pile up to an avalanche especially when you have a gorgeous game running. Solitairica is a game that has lower language barrier so it's understandable l10n structure feels less rewarding. However as a Chinese-speaking gamer I do know how lots of gamers highly prefer localized games, so do let us know if you changed your mind! We're a volunteer team that does it high-quality and free, hoping to make the ecosystem healthier! Well, enough of uninvited solicitation. Good luck!
Can anyone offer opinions on the update? Looks like some classes got their skills cost increased which could mean the game is harder than it already is :l I've only beaten the game with one class!
I completed it several times, but since the update my monk is ruined the balance changes have messed up the class a bit :/ UPDATE: Played for a while and i can definitely say that the game difficulty has risen exponentially. The new mini boss does give you a fair bit of gold, but not enough to justify hiking the price of the hourglasses from 150-200. Also a lot of the class balances have changed, most notably the monk, with the wild card cost increasing from 4-5 and the armour cost going down to 3 but losing an armour point in the process. It's not all bad, it's still one of my favourite go-to games, but I find myself not having as much fun as I did, maybe I just gotta get more familiar and into the balance changes!
Hey guys, I saw the discussion and thought I would post a quick rationale on the balance stuff: 1) Stuns were overpowered and could be a foolproof go-to strategy for all decks, every time. This issue is made worse by the fact that stunlocked matches are actually more boring as the enemy does nothing but sit there. Instead of making stunlocking impossible though, I tried to make it harder and more satisfying to pull off by adding shove, bumping up costs a bit on Thunder Shock and Shield Bash. So setting up a stunlock build for the boss feels like an accomplishment and not just something you can do easily. Also note, Thunder shock is much more expensive. It was costed for the average of 3-4 cards, but it is used so often and so decisively with Strategy I had to bump the cost significantly. 7 turn stun is still ludicrous and worth a very high price, so I think it is in a good place right now. 2) Monk was a bit more powerful than its counterparts, with people frequently beating the game with no upgrades on a first or second try. Mastery at 5 requires a bit more thought of when to use it, but it is still awesome and there are plenty of item and spell combos that make it plain bananas late game as before. Punches were tuned with a better progression in mind (see below) 3) Paladin and Monk exclusive spell lines progressed in a way that the early version ended up being just as good as the late versions if not better, mostly due to cost. I tuned them so the cost progression to 3->4/5->6 which works better and getting upgrades actually feels powerful now. Also tweaked: Paladin has really strong armor with righteous spells, so heals were often the less useful part of the Judge line. So I tuned it to emphasize damage which I think feels better and is actually stronger too. 4) Wizard had it a little rough early on due to lack of defense and heals so +2 armor force field was added. It really helps in the early matches, and is less significant in the later matches, which solves the issue nicely. Hopefully that helps understand why we tuned things the way we did. It was done with healthy balance in mind and not trying to make the game more difficult just to be jerks, I swear! Next update is already getting started, will share details as they get locked down!
I definitely appreciate the changes as stunlock really did previously feel like the 1 optimal strategy in the game and now, while still a viable strategy, it is no longer as easy to blindly rely on.
Last night i play solitairica and my ipad air is heating up, is it normal? I`m on ipad air latest ios
And maybe even revert the class changes? Lots of people in the itunes review aren't happy with it but lately they've been updating so often, the reviews will disappear so others won't see them.