As a long time Lovecraft fan I am really loving the art work. The worm and eye that move(especially when it pops out) as you tilt your phone along with the some of the other things that move when you touch them on the menus are nice little touches. I really like the card part of the game and looking forward to some expansion decks. Cards like the Mi-Go or however you spell it, are nice and creepy.
I agree with a lot of your points about needing to better understand how some of the cards are played. I played a lot of dungeon solitaire and it uses a lot of the same base mechanic in the card game gameplay. Some of the buffs/debuffs are area affects that you have to play before a horror/investigator is played in a slot, while others are the traditional buff/debuff and can be played after the horror/investigator has been played in a slot. I hope that makes sense. @Scottor - it's all good, I didn't mean to sound harsh. I just wanted to make sure you knew Dustin is on top of it already.
Another couple of things I've noticed so far. Posted these in the tech support forum on the game's board as well. Sometimes if an Investigator/monster is killed during the battle phase, their sanity and defense remain on the blank space on the main board, even though they're no longer there. Also, during the battle phase, in the little windows to the left that are supposed to show the pictures of the monster on the bottom and investigator on the top, sometimes the investigator is just a blank square (haven't noticed this happening to the monsters though). Another note, if the "lives" count on the investigator cards are supposed to mean how many times they can lose in a battle before the card is removed from play, it's not working. Even if they're life count is "2", they're always removed from play the first battle they lose. I'm not totally sure if this is how this feature is supposed to work, but it seemed that way from the tutorial, and I can't think of anything else the "lives" count would be for.
Both of those happen to me as well. I did have one occasion where the monster icon didn't appear during the battle scene.
Getting a lot of freezing and weird things happening in the board game portion of it. Sometimes the two screens are frozen together yet you know you are supposed to be exploring. Also the top Dice Roll indicator is always blank - I know what I rolled so it isn't a big deal but it looks like the roll should be there or something. Also, the two screens are frozen together and the book in the upper left corner to end turn or go back appear. Just whacky things happening for me at that portion of the game and I need to start a new game often. Have yet to pass that part - not because of losing or anything - because of odd glitches. However even with that said it is quite fun.
Actually, I just had that happen now as well. Also, I had the monster appear for both icons. Admittedly this is mostly a little cosmetic thing.
Ok, thanks. I'll pay more attention to the clock, though to be honest, I really didn't see a lot of changes (or couldn't really tell easily when it changed - I think this should be made clearer). I've seen a number of others post their suggestions, so here are mine. As others have said, the card game is definitely the strongest point. However, the board game and final battle are great additions, but the problem as I see it, is the card game is taking priority as the main gameplay feature. I think the board game should actually be the focus point for pushing the story/game along. The card game should be used for the battles with the spawn and cultists. So this is how I see it: You start on the board and roll to move (though I think the rolling should be done on the board screen - keep the inventory screen as just that, inventory). When you move into rooms, in addition to books, the monument, and the followers, you should encounter monsters and cultists as well. When you do, you fight them with a card battle, and each type would have a different deck. If you win, you're fine. If you lose, you suffer the penalties on the event card. And the followers that counter the creatures/cultists, instead of keeping you from harm, would assist you in the card battle (maybe by providing a bonus to all of your heroes or maybe by being a high level hero card themselves and being preplaced on the card board). As for the turns, you wouldn't earn turns by playing the card game obviously - instead you'd be working against the doomsday clock (or something like it since it's currently used to determine winning in the card game - but maybe instead, you could change winning the card game to be based on the number of sanity points you earn) to find the three books and monument to seal the gateway. After each turn, you'd get the same event cards appearing, but for the cultist/spawn cards, you'd again fight a card battle. My thinking also was that these card battles should be shorter - so you'd need to earn maybe 5000 points to win the random encounter ones and 8000 points to win the room encounter ones. Then you'd keep taking turns until either the clock shattered or you found all items and returned to the library. Then you'd fight the final battle. The final battle would be one last card game, but against the most difficult deck. In this battle, you could either go with a large number of points to earn (like 20k) or go with the current battle against the clock mechanic that's already in there. Anyway, just my ideas for how to make the game feel more epic, which it really should (but currently doesn't) - afterall, you're trying to battle an ultimate evil here! It's a fantastic start, and with some more work, this could become an incredible game.
some updates: Im working hardly with fixing some issues with iphone3g devices (0:35 AM in Ukraine). Please subscirbes for this thread http://necronomicon.forum-motion.com/tech-support-f1/game-not-working-t17.htm and you'll be with latest news about iphone3g fix. Sorry if I hadn't answered to someone about status of fixing at PM, but be sure fix is in progress and it will appear soon.
HI, I am getting insane! When I played the game game for the first time I got a score of over 80000. And I did not have the slightest clue how to play it. Now that I think I know how to play, studied the tutorial well, and now hw to use booster and multiplier cards I barely reach 50000. And #1 in the leaderboard has a score of over 500000!!! It´not that but I want to be #1 but unlock the add. cards. Any hints?
Hmm... looks like someone has found a way to hack/fix their scores on the OF leaderboards. Three people with generic player names are leading with scores way over anyone elses.
After skimming 16 pages of forum impressions this seems like a nice app with potential- but also with a certain amount of bug fixing and gameplay tweaking left to do. For the time being I'll wait for version 1.3 and stick with Dungeon Solitaire
hi ! here are updates (already done and tested): - from expansions select dialog now you have 2 options as I wrote before: Base Set or Base Set + Extended; - seems we've fixed iphone3g issue - as far 6 players who had issues with crash on logo screen now able to play the game (for sure it will be included in 1.1) - cards stucking fixed - new dice screen, more info about dices bonuses, stats and results - and about labels on cards I was wanting to discuss on this forum and will be grateful for suggestions: on the image above I showed an example of what I am doing now and have in mind. So each card instead heros/monsters will have an icon in right-top side to show the class of the card. And all placed heros will have icons of cards, which were placed and used on them. How that looks to you, please let me know what do you think - how to make better, so we will not wait for 1.2, and will include it into 1.1 ; )
sure, as far the game just started there are a lot of changes every day, and I bring apologies if something not enough clear explained now in the game, in 1.1 version there will be local tutorial in-game and a link to online tutorial, which will continue to come with more and more info about each part of the game ; ) also we plan to make a video tutorial, which will provide not just static text and images, but live explains "how to play" - I'd like to check that as well if Dustin will hire some hot girl for the video tutorial : ))
I mentioned this once before, and never saw a comment about it. But I cant seem to be able to turn the sound off. I slide the sound dagger down, but the sound does not go off and if I go back into options, it is back at the top again.
That sounds perfect! Especially this: "also we plan to make a video tutorial, which will provide not just static text and images, but live explains "how to play"". Necronomicon seems like such an incredible game and I would love to be able to play it to it's fullest capacity but cannot now due to not understanding the rules. Hopefully this live video tutorial will help. I am really looking forward to it
hi, sorry if I've not answered, but I've fixed it. There is also check-button for music on/off. As far ipods 2g has separate mp3 channel - I think the slider will works only for sound-volume, and music will be able to turn on/off in the game and/or change volume by outside device-buttons).
Yep, I'm really looking forward to hearing people say the bugs are fixed so that I can buy it and play it myself without having the experience spoiled. Glad to hear the update is on its way!