No worries, it's a turn based card game. Kinda like chess, you can program a computer to make moves based on what it things to be the best. Which reminds me.. Ash, have you considered the "real-time" mode idea I posted from somewhere earlier in the topic? I would go crazy if that was actually implemented. Edit: I found the post! It would definitely take a lot of programming though. Maybe for the future after 2.0?
I love that this game is getting good run on this thread. I reviewed the first version of this on "the banned site" and really liked it, but it's gotten even better over time. I also really like the ideas for cards that have been mentioned (Flashback is great). I didn't see this anywhere (maybe I missed it) but I would love to see a version where there are more than one opponents. It would be cool to have to make a decision about which one to go after. Sure there would be an alliance type thing very quickly, but it might be interesting to see what comes of a game like that. Or maybe take this game to different areas... For instance you could use the same sort of thing with an undersea base. New cards could come into play there. I guess I'm thinking "expansion packs". Just thoughts. Anyway, Here's hoping for this game to just keep getting better and better.
Multiplayer version will be huge, i promise. And maybe we use some ideas from this thread. BTW, can you review updated version on the "banned site?" We need new players. Only 5000+ sold.
I Pimp the game out every chance I can... to everyone I can. It's a very underrated game. I'm really not one to play any of the CCGs out there, though my kids have several different ones... but I like to load this one up when I've got a few minutes to kill. I'll keep spreading the love... Bob
My personal feeling is the moves that frustrate me are the ones like Justice and Judgement. I'd love to undo those. Of course, the 28 resource cost is just a suggestion. It just seems to me that an undo should be fairly expensive.
Ah, but that's why it's a tactical game. Judgement is a very good example of making it necessary to watch you and your opponent's resources. It makes you think before attacking. An undo card is a good idea, but it's not easy to balance. If you make it cost too much, there isn't very much value in playing it when you have other options for less resources, and making it cost too little will create an imbalance. I just honestly don't see how many possible things there are to undo that would be worth it, besides slowing down your opponent's build-up or building back up after an attack.
True, but there is a tactics involved in holding on to an undo card and the resources to play it to avoid problems. It isn't always possible to avoid a resource buildup by your opponent. It might make it difficult to program for Ash's team, but I have faith...
Actually Drach, it's probably much more effective to just use the resources than hold them. Especially when multiplayer arrives, the point is to apply pressure to your opponent so they have to have good decisions to keep alive. I'm probably slightly against the undo card because it seems more like an easy button rather than actual strategic, based on what the game is like at the moment.
Multiplayer will content (i hope so) unlockable sets of cards, and 120+ basic cards. Also we wonder to implement exp. system with player avatar leveling, awards, medals and some unlocks.
Well, as they say "different strokes for different folks". Everyone has different methods of achieving the same objectives. In any case, I'm glad to see the interest in this game continuing. Any chance the sales of the game are getting any better, Ash?
Ahahaha))) I like first sketch %)) btw, I'm thinking about review section for mobile games on my site maybe I'll review Strongholds, with video (I even made some kind of stand for my camera) and other stuff %) I can you these sketches as well
Now that's what I call a teaser... lol Oh... I think I like this concept art way better than the final design... kiddin!
Anyone notice that the damage received is added to your point total for your score? Is it just me, or does that not really make sense? All of the other things that are counted in the score are positive (damage dealt, resources remaining, amount built, etc.), but damage received is a negative thing - so why would you be rewarded for that?
Ash... You really should consider a lite version of Strongholds. Im sure you guys have kicked it around, but it really would help you sell IMO. Some people see "card game" and are very put off by the "stigma" of trading card games. Giving people a chance to experience the game would surely sway their preconceptions. However, to be honest im not sure there is enough content for a lite version. The game is so brilliantly succint that there really isnt much to cut. When you guys get this game going to version 2.0 and you release a lite version minus multiplayer and a large number of the new cards ... Look out top 25! My suggestion ... Two week Strongholds giveaway. Get the game top 50 on the free apps list and see what happens. Chances are the buzz will follow to the paid apps list!
Damage received is not a negative thing, because you have won. This is some sort of indicator of difficulty.
Maybe we should change graphic to "sticks on note paper" and add "wet fart" button for sucess? Kiddin
I disagree with making the game free for a period of time. If people miss out, chances are they will wait til it goes free again. I think a fault most devs have is impatience. Many times have I witnessed a dev talk about how sales are down not even a week into their game being released. There's some 40k apps in the AppStore, give it some time for word of mouth to take effect and you're game will do just fine if it really is a good game.