99 cents for a limited time, updated version... I really think its time to download the game for those who hadn't chance to do that before, isn't?
Yup, I went ahead and bought it, even though I'm waiting on the HD version. I like it. More atmospheric than dungeon solitaire, IMO. Like that game, though, it seems like you could potentially be screwed by a weird card draw. I had very few investigators early on in the game I played. I managed to win with only a few cards remaining, though. I've actually lost DS before drawing a single hero, and that really turned me off the game. If I may make one critical remark, the vast majority of accessory cards don't do anything special, they just give a + or -. Even if additional mechanics aren't in the cards (pardon the pun) some flavor text or something to make them more interesting might be nice.
As another example, you can't move a curse card in the cemetery if there is an investigator I could be played on. The spells are either overkill or bugged. If you get dark pact on an investigator, you can then rummage through the cemetery and drop multiple spells on them. I dropped three spells on one investigator and they had +10 to combat. That can't be intended. Personally, I think it would make more sense of anyone could use spells but there was a sanity cost for them. And probably also need a max 1 per investigator.
Woot! New version. Some Q's Just emailed this to the support - then naturally found this thread. Howdy. Glad to see a new version! Looks like you got some of the performance issues straightened out, and I see you changed the stats of a bunch of things. The magic i'm not sure of yet, since I haven't actually seen the Dark Pact card. Anyhow, glad to see a new version, and the fact there's an HD version coming is also cool. Couple questions. 1) What happened to the forums? They were there 2 or 3 days ago, but now it goes to some totally different site (necronomicon.forum-motion redirects to http://necronomicon.darkbb.com/). Is there going to be a forum for it now? 2) Is there any way to put the text for the "back" of the cards back in? I'd rather not have to go to the other app to get the "flavor text". 3) Nice to see a full-blown tutorial, since it's always had a steep learning curve. 4) Any plans to reincorporate the haunted house set (w/the board game) back in? While mechanically simple, I rather enjoyed it. (looks like this has been answered) 5) Are there any plans for other "decks"? 6) You might look at mentioning to some of the Mythos-oriented sites/lists. This is a niche no matter how you look at it (mythos-based, card game, on iOS). Thanks!
thanks, its really nice to see that people enjoying the game and there are no more technical issues, and sorry that it took so much time to fix it from our side : ) any new games that will come from us will be on shiva3d from start, ArkhamPI is almost ported to the new engine as well. @Misguided: its pretty hard logic with the hazard cards, if to pick up new card as hazard from deck only when there are empty hero slots, then it can be situation, when you have 15-20 cards left in the game and all are hazard... so we did that: - you can't discard hazard if there are empty hero slots to place on - you can't discard hazard if there are heros, but not yet "hazarded" - you can discard hazard if you take it from deck and there is no place for this card - in additional, in some cases you can't shift discarded hazard card from first to second cemetery place or vice versa, because it will highlight only hero's empty slot or taken for placing. hey.. its Hazard!! its punishment, not luck or spell : ) As for dark pact, while testing we had it -3 to str/san, as you described, but its making hero too weak. +10 to dice chance is not so critical power, because: - if you want to beat top highscores, you'll need to fight with monsters + relic cards on them, which are making monsters pretty powerful. Also some monsters have pretty high dice values, much more then 10. - there are 4 other hero slots, and dark pact is only 1 card, so more chance you will "draw" the game instead win if to use only one slot. anyway all proposals will be considered and after HD version released we could prepare some small update with balance adjustments. @mbourgon: I believe Dustin will answer these questions when he will appear online ; )
the game is in Top25 RPG USA, the update worth it, though it took so much time to be done thanks dear players, that can means only more futher work from our side ; ) more updates... android version?
I wouldn't go so far as to say "screw Android", but I do think the iOS version of Necronomicon, whilst good, does need further updates to bring fixes, balancing and additional content. I think it's important for developers to concentrate their efforts on improving their iOS apps and supporting paying customers, before considering moving onto other platforms like Android. There's no point moving onto another project for another platform when the existing one still needs work.
Definetly, but we have a big plus - we now using cross-platform engine, so anything that will be released on any platform (android, palm os or win/mac standalone or web), will be included in all other versions, so it will not happens, that android version can have more features then iOS's one or vice versa etc. And mostly, moving the game to android doesn't means more for me then just click few buttons from dev enviroment and select "build for android", so its mostly about opening account, researches etc ; )
Look at it this way, spells are really cool, but right now they are extremely limited. I'd like to see it opened up a bit where any investigator can use them. I see them being very similar to a weapon card, for instance, but always having a sanity cost, because learning arcane secrets messes with your head. That way, they could be a bigger part of the game.
Hello, and thanks for your impressions! Sorry for the late reply, but I'm away on weekends without Internet access. But yeah, the spell category was just introduced in this update, and we have every intention of making more spell cards to broaden the category. Most of the work we've been doing up to now has been largely rebuilding the core engine, so we haven't really had time to add new features, but we're always open to ideas for new cards here. I agree with you in that Sanity should play a bigger role in the stakes, and that's one reason I created the spell category, so we have a class of cards that relies mostly on that attribute. As mentioned, initially your Investigator took a much bigger hit to their Sanity with spell cards than what we ended up, because we felt it was too hard. But I think we'll be able to play with that as we introduce more cards to that class. I have a few ideas I'm mulling over... But there will for sure be new spell cards in any future DLC, as well as freebies to unlock/win in updates.
Hi! In answer to your questions -- yes, I deleted the old Necronomicon forum because I'll be posting any relevant news, tutorials, or updates either here or on my main website, which gets more visitors, and it makes one less thing I have to attend to. This is a very popular community here on TA, where you can get timely information not only about Necronomicon, but other great games too! I'll be looking at creating a new deck as an IAP in the next week or so, with some new cards and an emphasis on beefing up the spell category. And sure, we'll also look at some way to re-introduce "flavor" text in a way that's easier for us to implement in a future update--we may even invite players to send in ideas or suggestions for their favorite cards, and be able to update the text dynamically. We'll see what's possible soon. Thanks!